Game system and program
The game system uses a large-scale language model to generate scenarios based on player actions, addressing the lack of surprise and engagement in existing games by providing dynamic and interactive gameplay.
Patent Information
- Application Number
- JP2024165999
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-25
- Publication Date
- 2026-04-06
AI Technical Summary
Existing games lack surprise and interest for players due to the pre-prepared scenario. In existing games, the story development is not engaging and the player's input, and the scenario is not addressing the player's interaction effectively.
A game system and program that utilizes a large-scale language model to generate scenarios dynamically based on player actions, where the scenario rank is determined by player actions, and the game progress result varies based on the scenario rank, providing more engaging gameplay.
The system enhances player engagement by offering dynamic and interesting scenarios that vary based on player actions, making the gameplay more interactive and surprising.
Smart Images

Figure 2026058488000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system and a program.
Background Art
[0002] There are games in which a plurality of scenes are played back in a predetermined order and the scenario changes according to the player's input operation in a specific scene. In such games, according to the player's input operation in a certain scene, the scenario branch destination in that scene or a later scene changes. However, since the correspondence between the player's input operation and the scenario branch destination is clear, there is a problem that the story development lacks surprise. Therefore, there is a known technique in which a specific input operation is performed in a scene before the current scene, and when an input operation is performed in the current scene, a conditional scene is played back continuously after the current scene (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the games of the above technology, ultimately, they only proceed according to a pre-prepared scenario. In this regard, there is a problem that it lacks interest for the players of the game. In view of the above circumstances, an object of the present invention is to provide a more interesting game for players.
Means for Solving the Problems
[0005] To solve the above problems, a game system according to one aspect of the present invention includes a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information, and a game provision unit that provides a game progressing using the scenario to a player's terminal device, wherein the creation instruction information includes outline information indicating the outline of the scenario, a part of the outline information differs depending on the scenario rank, the scenario rank is determined by the player's actions, and the game progress result based on the scenario generated when the scenario rank is a first value is more advantageous to the player than the game progress result based on the scenario generated when the scenario rank is a second value lower than the first value.
[0006] To solve the above problems, a program according to one aspect of the present invention causes a computer to function as a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information, and a game provision unit that provides a game progressing using the scenario to a player's terminal device, wherein the creation instruction information includes outline information indicating the outline of the scenario, a part of the outline information differs depending on the scenario rank, the scenario rank is determined by the player's operation, and the game progress result based on the scenario generated when the scenario rank is a first value is more advantageous to the player than the game progress result based on the scenario generated when the scenario rank is a second value lower than the first value. [Brief explanation of the drawing]
[0007] [Figure 1] This is a diagram showing the configuration of the game system according to the embodiment. [Figure 2] This block diagram shows the functional configuration of a game server. [Figure 3] This figure shows an example of player information stored on a game server. [Figure 4] This diagram shows the hardware configuration of the game server. [Figure 5] This is a block diagram showing the functional configuration of an SNS server. [Figure 6] This diagram shows the hardware configuration of an SNS server. [Figure 7] This block shows the functional configuration of the scenario server. [Figure 8] This is a diagram showing the structure of the creation instruction information. [Figure 9] This diagram shows the hardware configuration of the scenario server. [Figure 10] This block diagram shows the functional configuration of the summary server. [Figure 11] This diagram shows the hardware configuration of the summary server. [Figure 12] This is a block diagram showing the functional configuration of a terminal device. [Figure 13] This diagram shows the hardware configuration of a terminal device. [Figure 14] This is a diagram showing an example of character information. [Figure 15] This figure shows an example of relic information. [Figure 16] This figure shows an example of the basic structure information. [Figure 17] This figure shows an example of a topic. [Figure 18] This figure shows an example of a situation corresponding to a scenario rank. [Figure 19] This figure shows an example of the correspondence between relics and points. [Figure 20] This figure shows an example of information on writing rules. [Figure 21] This figure shows an example of scenario rule information. [Figure 22] This figure shows an example of detailed scenario information. [Figure 23] This figure shows an example of a set of setting materials. [Figure 24] This figure shows an example of scenario prerequisites. [Figure 25] This figure shows an example of an action sequence in a scenario game. [Figure 26] It is a diagram showing an example of the operation sequence of a scenario game. [Figure 27] It is a diagram showing an example of the operation sequence of a scenario game. [Figure 28] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 29] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 30] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 31] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 32] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 33] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 34] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 35] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 36] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 37] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 38] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 39] It is a table showing instruction texts according to scenario ranks. [Figure 40] It is a table showing instruction texts according to the rarity of relics. [Figure 41] It is a table showing the increase and decrease values of ranks for options. [Figure 42] It is a diagram showing the configuration of a game system according to an application example. [Figure 43] It is a table showing weights according to the evaluation results of scenarios. [Figure 44] It is a diagram showing an example of a quest card.
Embodiments for Carrying Out the Invention
[0008] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. Note that the dimensions and scale of each part in each drawing have been appropriately changed from the actual ones. Furthermore, the embodiments described below are preferred specific examples of the present invention and are subject to various technically preferred limitations, but the scope of the present invention is not limited to these embodiments unless otherwise stated in the following description.
[0009] <Game System> First, we will describe an example of the outline of the game system 1 according to this embodiment.
[0010] Figure 1 shows the configuration of a game system 1 according to an embodiment. As shown in the figure, in the game system 1, a game server 10, an SNS server 20, a scenario server 30, a summary server 40, and a plurality of terminal devices 60 (60-1 to 60-4) are connected to each other via a network N so that they can communicate with one another.
[0011] Network N is a communication network that uses either wired or wireless connections, or both. Terminal device 60 is an information terminal device operated by the user (player), and specifically, it is a smartphone. However, terminal device 60 is not limited to a smartphone, and may also be a portable or stationary personal computer, a home game console, or a commercial game machine installed in a commercial facility, etc. Furthermore, although the diagram shows four terminal devices 60, the number is not limited to "4". When describing a specific terminal device, a distinguishing number is added after a hyphen ("-"), but when describing a terminal device without specifying it, the part after the hyphen is omitted, and the symbol is simply "60".
[0012] In Game System 1, a scenario game is provided to terminal devices 60 of four players who make up a party. In the Game System 1 according to this embodiment, the scenario game is provided to the terminal devices 60 through an overall configuration of a game server 10, an SNS server 20, a scenario server 30, and a summary server 40. Therefore, in this embodiment, Game System 1 includes the game server 10, the SNS server 20, the scenario server 30, and the summary server 40. In this embodiment, the processing is divided among multiple servers because consolidating the processing into a single server would result in an excessive processing load, so the processing is functionally distributed.
[0013] The scenario server 30 and summary server 40 are merely responsible for generating the information used in providing the scenario game; the game server 10 and SNS server 20 are the primary providers of the scenario game. Furthermore, as will be described in the modified configuration below, it is also possible for the game server 10 to perform the functions of the SNS server 20. Therefore, in this explanation, when we refer to "Game System 1," there are three possible meanings: it can refer to the entire system including Game Server 10, SNS Server 20, Scenario Server 30, and Summary Server 40; it can refer to Game Server 10 and SNS Server 20 excluding Scenario Server 30 and Summary Server 40; and it can refer to Game Server 10 only.
[0014] This section outlines the scenario game provided by Game System 1. The scenario game is a role-playing game that progresses through the selection of choices made by the four players who make up the party. The choices made can be decided through consultation among the players in the party, by majority vote among the four using a voting function, or by drawing lots. When an option is selected, the AI generates new scenario information and new options based on the selection result, object information and framework information representing the character used by the player, and presents them to the player. In this embodiment, the presentation of options and the selection of options are repeated three times, after which the game result is reached and the game ends. Some of the framework information may be changed depending on the scenario rank. Specifically, the situation in which the player is placed in the game changes depending on the scenario rank.
[0015] The generated scenario information is based on choices made by the player, the characters used by the player, and core information that is partially modified depending on the scenario rank. The game progresses using this generated scenario information, making it more interesting from the player's perspective.
[0016] In Figure 1, the game server 10 provides the object information to the SNS server 20 and reflects the results of the scenario game in the object information. The SNS server 20 provides information exchange services to users and also manages the progress of the scenario game by communicating with terminal devices 60 and other servers. The scenario server 30 generates scenario information using a large-scale language model, as described later. The summary server 40 generates the scenario prerequisite information necessary for generating scenario information.
[0017] Next, we will describe the configuration of the game server 10, SNS server 20, scenario server 30, and summary server 40.
[0018] Figure 2 is a functional block diagram showing an example of a game server 10. The game server 10 includes a control unit 110, a storage unit 120, and a communication unit 130. The control unit 110 includes a management unit 111 and an information reflection unit 112. The management unit 111 manages the information necessary for the progress and provision of the scenario game. The information reflection unit 112 reflects information received from external sources into the contents of the storage unit 120.
[0019] The control program 121 is stored in the memory unit 120. The control program 121 includes both an operation system program for the control unit 110 to control various parts of the game server 10, and an application program for managing scenario games, etc. Furthermore, the memory unit 120 is also provided with a player information memory unit 123. The player information memory unit 123 stores player information 1230 for each player, which is used to provide the scenario game.
[0020] Figure 3 shows an example of player information 1230 for one player. The player information 1230 for one player includes value medium information 1232 and one or more object information 1234. Value medium information 1232 indicates the amount of value medium that the player can use in the scenario game, etc. Value medium refers to an intangible medium used in the scenario game, etc., such as electronic medals or credits, and is managed as electronic data. The user of the terminal device 60 may, for example, play the scenario game as a player without consuming value medium, or may be able to play the scenario game by consuming value medium. In addition, the amount of value medium may be increased as a reward for the results of playing the scenario game, or value medium may be consumed when purchasing characters or relics as described later.
[0021] Object information 1234 includes character information 1236, which indicates the character representing the player in the scenario game, and relic information 1238, which indicates the relics that can be set for the character. Details of character information 1236 and relic information 1238 will be described later.
[0022] Returning to the explanation in Figure 2, the communication unit 130 communicates with the SNS server 20.
[0023] Figure 4 shows an example of the hardware configuration of the game server 10. The game server 10 includes a processing unit 11 that controls each part, a storage device 12 that stores various information, and a communication device 13. The processing unit 11 is composed of one or more processing circuits, such as a CPU (Central Processing Unit), and controls each element of the game server 10. The processing unit 11 may also be composed of circuits other than a CPU, such as a DSP (Digital Signal Processor) or an ASIC (Application Specific Integrated Circuit).
[0024] The storage device 12 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores control programs 121 executed by the processing device 11, player information 1230, etc. The storage device 12 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to or detached from the game server 10, or an external recording media that can be communicated via the network N, such as online storage, may be used as the storage device 12. The communication device 13 is hardware for communicating with external devices located outside the game server 10 via either a wired network or a wireless network, and functions as a communication unit 130.
[0025] Figure 5 is a functional block diagram showing an example of an SNS server 20. The SNS server 20 includes a control unit 210, a storage unit 220, and a communication unit 230. The control unit 210 includes a game provision unit 211, a scenario acquisition unit 212, and a reward granting unit 213. The game provision unit 211 provides the scenario game to the terminal device 60 via the network N. The scenario acquisition unit 212 acquires scenario information generated by the scenario server 30. The reward granting unit 213 grants rewards to the player based on the progress of the scenario game. Rewards are not only granted as a final result of the scenario game, but also granted during the scenario game.
[0026] The memory unit 220 stores the control program 221, outline information 223, writing rule information 224, scenario rule information 225, scenario details 226, and setting materials 227. The control program 221 includes both an operation system program for the control unit 210 to control various parts of the SNS server 20, and an application program that provides a scenario game.
[0027] Core information 223 is information that shows the basic rules of the scenario game and instructs the core of how to generate the scenario information. Writing rule information 224 specifies how the text included in the generated scenario information should be written. Note that the text included in the scenario information consists of two types: text describing the game's progress and text describing the game's development. The latter, text describing the game's development, is sometimes simply referred to as the "scenario." Scenario rule information 225 is information that specifies what kind of content will be generated for the scenario that shows the progress of the game. Scenario Details 226 is information that specifies in more detail than Scenario Rule Information 225 how the scenario that shows the development of the game will be generated. Setting Materials Collection 227 is a collection of information set in the scenario game, such as a historical timeline, a list of countries, and a list of characters. Further details regarding the outline information 223, writing rules information 224, scenario rules information 225, scenario details 226, and setting materials collection 227 will be described later.
[0028] The communication unit 230 communicates with the terminal device 60, the game server 10, the scenario server 30, and the summary server 40.
[0029] Figure 6 shows an example of the hardware configuration of the SNS server 20. The SNS server 20 includes a processing unit 21 that controls each part, a storage device 22 that stores various information, and a communication device 23. The processing unit 21 is composed of one or more processing circuits, such as a CPU, and controls each element of the SNS server 20. The processing unit 21 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.
[0030] The storage device 22 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores the control program 221 executed by the processing device 21, as well as outline information 223, writing rule information 224, scenario rule information 225, scenario details information 226, and setting data collection 227. The storage device 22 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the SNS server 20, or an external recording media that can communicate via the network N, such as online storage, may be used as the storage device 22. The communication device 23 is hardware for communicating with external devices located outside the SNS server 20 via the network N, and functions as a communication unit 230.
[0031] Figure 7 is a functional block diagram showing an example of a scenario server 30. The scenario server 30 includes a control unit 310, a storage unit 320, and a communication unit 330. The control unit 310 includes a management unit 311, a generation unit 312, and a large-scale language model 313. The management unit 311 manages the operation of each element in the scenario server 30. The generation unit 312 generates scenario information based on creation instruction information, for example, by RAG (Retrieval-augmented Generation). In detail, the generation unit 312 generates scenario information based on creation instruction information using the large-scale language model 313, combining retrieval to specific knowledge and information sources.
[0032] Figure 8 shows the structure of the creation instruction information. As shown in the figure, the creation instruction information includes object information 1234, framework information 223, scenario premise information, and in some cases, answer choice information, which is information about the choices made in the party. Object information 1234 includes character information 1236, which shows the characters used by the four players who make up the party, and relic information 1238, which shows the relics set for these characters.
[0033] In Figure 7, the large-scale language model 313 is a model that uses a huge amount of natural language data to understand the structure and context of natural language and solve language processing tasks. Specifically, it is a deep learning algorithm that generates new scenarios based on the data patterns and relationships of the creation instruction information.
[0034] The control program 321 is stored in the memory unit 320. The control program 321 includes both an operation system program for the control unit 310 to control each part of the scenario server 30, and an application program for generating scenario information. The communication unit 330 communicates with the SNS server 20 and the summary server 40.
[0035] Figure 9 shows an example of the hardware configuration of the scenario server 30. The scenario server 30 includes a processing unit 31 that controls each part, a storage device 32 that stores various information, and a communication device 33. The processing unit 31 is composed of one or more processing circuits, such as a CPU, and controls each element of the scenario server 30. The processing unit 31 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.
[0036] The storage device 32 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores the control program 321 executed by the processing device 31. The storage device 32 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to or detached from the scenario server 30, or an external recording media that can be communicated over the network N, such as online storage, may be used as the storage device 32. The communication device 33 is hardware for communicating with external devices located outside the scenario server 30 via the network N, and functions as a communication unit 330.
[0037] Figure 10 is a functional block diagram showing an example of a summary server 40. The summary server 40 is, for example, a generative search engine. The summary server 40 includes a control unit 410, a storage unit 420, and a communication unit 430. The control unit 410 includes a management unit 411 and a generation unit 412. The management unit 411 manages the operation of each element in the summary server 40. The generation unit 412 is, for example, a generation AI, which generates scenario prerequisite information for each scenario game based on the setting data collection 227 and object information 1234 corresponding to the four players that make up the party. The memory unit 420 stores the control program 421. The control program 421 includes both an operation system program for the control unit 410 to control each part of the summary server 40 and an application program for generating scenario prerequisite information. The communications unit 430 communicates with the SNS server 20 and the scenario server 30.
[0038] Figure 11 shows an example of the hardware configuration of the summary server 40. The summary server 40 includes a processing unit 41 that controls each part, a storage device 42 that stores various information, and a communication device 43. The processing unit 41 is composed of one or more processing circuits, such as a CPU, and controls each element of the summary server 40. The processing unit 41 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.
[0039] The storage device 42 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores control programs 421 and the like executed by the processing device 41. The storage device 42 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the summary server 40, or an external recording media that can be communicated via the network N, such as online storage, may be used as the storage device 42. The communication device 43 is hardware for communicating with external devices located outside the summary server 40 via the network N, and functions as a communication unit 430.
[0040] Figure 12 is a functional block diagram showing an example of a terminal device 60. The terminal device 60 includes a control unit 610, a storage unit 620, a communication unit 630, a display unit 642, and an operation unit 644. The control unit 610 includes a management unit 611 and a game acquisition unit 612. The management unit 611 manages the operation of each element in the terminal device 60. The game acquisition unit 612 acquires game information supplied from the SNS server 20. The memory unit 620 stores the control program 621. The control program 621 includes both an operation system program for the control unit 610 to control various parts of the terminal device 60, and an application program that displays a game screen based on game information. The communication unit 630 communicates with the game server 10 and the SNS server 20. The display unit 642 displays various screens. The control unit 644 accepts operations from the user (player) who owns the terminal device 60.
[0041] Figure 13 shows an example of the hardware configuration of the terminal device 60. The terminal device 60 includes a processing unit 61 that controls each part, a storage device 62 that stores various information, a communication device 63, and a display operation device 64. The processing unit 61 is composed of one or more processing circuits, such as a CPU, and controls each element of the terminal device 60. The processing unit 61 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.
[0042] The storage device 62 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores control programs 621 and the like executed by the processing device 61. The storage device 62 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the terminal device 60, or an external recording media that can be communicated via the network N, such as online storage, may be used as the storage device 62. The communication device 63 is hardware for communicating with external devices located outside the terminal device 60 via the network N, and functions as a communication unit 630.
[0043] The display and operation device 64 is a so-called touch panel, and functions as a display unit 642 that displays various screens, as well as an operation unit 644 that accepts input from the player. In this embodiment, player operations include, firstly, tapping the display operation device 64 with a fingertip as if pressing a software button; secondly, swiping the display operation device 64 with a fingertip to scroll the displayed content; thirdly, pinching out to enlarge the displayed content by touching the display operation device 64 with two fingertips and widening the distance between the fingertips; and fourthly, pinching in to shrink the displayed content by narrowing the distance between the fingertips.
[0044] Figure 14 shows an example of character information 1236, which represents a character, among the object information 1234 in Figure 3. A character is a game object that represents the player's medium in a scenario-based game. Character information 1236 is information that defines the character in question. Specifically, as shown in the diagram, character information 1236 specifies information corresponding to each item, such as ID, object name, country of origin, level, rarity, skills, sense type, life goal, and Zil Power. Among the various fields, for example, ID is a unique number assigned to a character, character name is the proper noun assigned to that character, and country of origin is the nationality set for that character. Level indicates the character's proficiency, with the initial value being, for example, "1". Increasing the level may give an advantage in the scenario game. Rarity indicates the character's rarity in the scenario game using the number of stars. The more stars, the rarer the character. Skills indicate the abilities the character has acquired, and Sense Type indicates the character's attributes. Personality, life goals, and Jill Power indicate the character's individuality, background, and upbringing, as shown in Character Information 1236. Dialogue is referenced when scenario information is created that suggests the character might speak. Appearance is information used to set the character's appearance and looks. Furthermore, the character (character information 1236) may also be an NFT (Non-Fungible Token) that can be traded between players.
[0045] Some items in Character Information 1236 are editable by the player, while others are not. For example, the character's name, dialogue, and appearance can be edited by the player. Specifically, the character's name, dialogue, personality, life goals, and power can be freely entered by the player as text, or they can be selected from several options. On the other hand, IDs, by their very nature, need to be unique and therefore cannot be edited. Furthermore, levels, rarity, skills, and sense types cannot be edited by players, as allowing them to be edited could disrupt the game balance.
[0046] Character information 1236 consists of multiple datasets in a basic initial state, which are prepared in the memory unit 120 of the game server 10 (not specifically shown in the diagram). Before a player first plays a scenario game, for example, one dataset is randomly selected or chosen and set as the player's character information 1236. Additionally, character information 1236, which is drawn when a player consumes a value medium, may be added to the player's player information 1230, or character information 1236 may be given as a reward in a scenario game.
[0047] Figure 15 shows an example of relic information 1238, which indicates a relic, among the object information 1234 in Figure 3. A relic is a type of item assigned to a character in a scenario-based game. In this embodiment, the relic is assigned to a character, but it does not necessarily have to be assigned to a character.
[0048] Relic information 1238, as shown in the diagram, specifies information corresponding to each item such as ID, relic name, rarity, and level. Of the items, the ID is a unique number assigned to the relic, and the relic name is a name that concisely describes the relic. Similar to the rarity of characters, rarity in the scenario game is indicated by the number of stars, and in this embodiment, there are three types: 1 star, 2 stars, and 3 stars.
[0049] Among the items, the level of a relic indicates the proficiency level of that relic, and the initial value is, for example, "1". The level of a relic may increase, for example, when you use that relic to successfully complete a quest in a scenario game.
[0050] When a relic is assigned to a character, scenarios utilizing that relic are more likely to be generated. For example, if a relic named "Bow and Arrow" is assigned to a character selected by the player, scenarios utilizing bows and arrows will be more likely to be generated. This is achieved by preparing instruction statements corresponding to each relic, and when instructing the scenario server 30 to generate a scenario, including the instruction statements corresponding to the relic set for the character in the core information described below. This configuration allows users to enjoy the process of carefully considering which relics to use to generate their desired scenario.
[0051] Furthermore, relics do not necessarily have to be assigned to characters, and players can choose not to use relics.
[0052] Figure 16 shows an example of the framework information 223 in Figure 5. The framework information 223 is one of the pieces of information necessary when instructing the scenario server 30 to generate scenario information, and it is information that instructs the basic structure and basic rules of the scenario game. In this embodiment, the rules of progression are defined in 1 to 8 bullet points of text, which specify the start and end conditions of the scenario game, and the scenario is defined in five scenes: prologue, chapter 1, chapter 2, chapter 3, and ending. The framework information specifies that in the scenario game, choices will be presented to the player in each scene of chapters 1, 2, and 3.
[0053] Furthermore, some of the core information is set according to the scenario rank. At the bottom of the diagram, it is instructed that a story should be generated that reflects the "situation" in which the player currently finds themselves. The "situation," which is set as part of the core information, is determined by referring to a table corresponding to the "theme" presented to the player in a particular scene. The "theme" is presented to the player, for example, as the "final objective of the quest" in the scenario details described later.
[0054] Figure 17 shows an example of a "challenge" presented to the player. The challenge shown in the figure is, simply put, "to send the escaped prisoner back to prison."
[0055] Figure 18 shows an example of the content set as a "situation" according to the scenario rank in response to the above "theme". In the example shown in the diagram, the scenario rank is indicated in five stages, from "1" to "5". In this example, the higher the scenario rank, the more advantageous the situation the player is in in order to achieve the "objective" mentioned above. For example, if the scenario rank is the highest "5," then in part of the core information, the "situation" the player finds themselves in will be "to obtain a large sum of money to hire security and the Mirror of Truth." Therefore, the player will be in a "situation" where it is easy to reform and capture the "criminal," and thus it can be expected that scenario information favorable to achieving the above "objective" will be generated.
[0056] Furthermore, if the scenario rank is "4," the "situation" in part of the core information becomes "Obtain handcuffs." Therefore, it can be expected that scenario information that is slightly advantageous in achieving the above "objective" will be generated. However, this advantage is less significant compared to when the scenario rank is "5." If the scenario rank is "3," the "situation" in part of the core information becomes "Obtain rope." Therefore, it can be expected that scenario information that is slightly advantageous in achieving the above "objective" will be generated. However, this advantage is less significant compared to the case where the scenario rank is "4," as it involves obtaining rope, which is less strong than handcuffs.
[0057] If the scenario rank is "2", the "situation" in part of the core information will be "picking up loose change". Since there are limited things you can do after picking up "loose change", it is not expected that this will generate scenario information that will be advantageous in achieving the above "objective". If the scenario rank is the lowest "1", the "situation" in part of the core information will be "having your belongings stolen". As a result, the player will be in a difficult situation, and there is a high possibility that scenario information will be generated that makes it difficult to achieve the above "objective".
[0058] Furthermore, the "theme" and the table showing the "situation" corresponding to the scenario rank are paired, and multiple sets are prepared in advance.
[0059] As described above, the "situation" in some of the core information changes depending on the scenario rank, and such scenario ranks are determined, for example, as follows. As described above, in the scenario game, a party is formed with four players, and each player selects the character and relic to use at the start of the scenario game. Character selection is mandatory in the scenario game, but relic selection is optional. In this embodiment, each player can only select one relic per scenario game. If a player does not possess a relic, they cannot select one, but the scenario game itself can proceed even if the player does not select a relic. In this relic selection process, the scenario rank is determined so that the more relics selected by the four players, the higher the scenario rank.
[0060] Specifically, if all players select some kind of relic, the number of relics becomes "4," and the scenario rank is set to the highest level, "5." If three players select any relic, the number of relics becomes "3" and the scenario rank is set to "4". If two players set a relic, the number of relics becomes "2" and the scenario rank is set to "3". If one player selects a relic, the number of relics becomes "1" and the scenario rank is set to "2". If no players select a relic, the number of relics becomes "0" and the scenario rank is set to the lowest "1".
[0061] Furthermore, the scenario rank may be determined by factors other than the number of relics. For example, the scenario rank may be determined into one of five levels based on the total number of points corresponding to the relics, by referring to a table like the following.
[0062] Figure 19 is a table showing an example of points associated with the rarity of a relic. Each relic has a rarity level that indicates its scarcity. When a player selects a relic, the points associated with the selected rarity are calculated by referring to the table shown in Figure 19. Then, the sum of the points for all four party members is calculated, and the scenario rank is determined based on this sum. The diagram is omitted, but the sum of the points is, for example, If the score is between 320 and 400, the scenario rank will be "5". If the score is between 240 and 320, the scenario rank will be "4". If the score is between 160 and 240, the scenario rank will be "3". If the score is between 80 and 160, the scenario rank will be "2". If the value is between 0 and 80, the scenario rank will be "1". Each is determined accordingly.
[0063] For example, if three out of four players choose relics, and of those three players one chooses a 3-star relic and two choose 2-star relics, the total points will be 220 (= 100 × 1 + 60 × 2), so the scenario rank will be set to "3". In addition to determining the number of relics and the sum of points, there are other methods for determining the scenario rank, as shown in the application examples below.
[0064] Figure 20 shows an example of the writing rule information 224 in Figure 5. The writing rule information 224 specifies how the text presented to the player should be written when the scenario server 30 generates the scenario information. For example, the writing rule information 224 specifies that the text describing the game progression in the scenario information should be written in the polite "desu / masu" style, and the text describing the game's development should be written in the more formal "dearu" style. The writing rule information 224 also states that the choices should be represented by sequential numbers 1, 2, and 3, and that the player objects that make up the party, i.e., the names of the characters selected by the participating players, should be written in bold.
[0065] Figure 21 shows an example of scenario rule information 225 in Figure 5. Scenario rule information 225 specifies instructions for the scenario server 30 to generate scenario information, particularly that the scenario information is generated to reflect the choices selected by the player, and that information should be referenced during generation. For example, scenario rule information 225 specifies that when generating scenario information that includes dialogue for an object, the dialogue item in the object information 1234 should be referenced to ensure consistency in tone.
[0066] Figure 22 shows an example of scenario details 226 in Figure 5. Scenario details 226 specifies the amount of text included in the scenario, the final goal of the quest (corresponding to the "theme"), and guidelines for creating dialogue.
[0067] Figure 23 shows an example of the setting materials collection 227 in Figure 5. The setting materials collection 227 is a collection of materials that meticulously classifies and defines the settings related to the scenario game. In the example shown in the figure, historical timelines, place names, facilities, etc., which serve as the historical background for the scenario game, are classified by ID, and the subject and detailed content are described and defined. In addition, a list of countries, a list of characters, a list of applicable relics, and a story description are also defined.
[0068] Note that the example in Figure 23 is only an excerpt from the setting materials collection 227, which is actually much larger. Therefore, if the SNS server 20 were to directly transfer the setting materials collection 227 to the scenario server 30 that generates the scenario, it would take a considerable amount of time, potentially impairing the gameplay experience. Therefore, in this embodiment, the summary server 40 extracts / generates scenario prerequisite information that has been narrowed down from the setting materials collection 227 and sends it to the scenario server 30, and the scenario server 30 generates scenario information based on the scenario prerequisite information and the like.
[0069] Scenario background information is generated by the generation unit 412 of the summary server 40, for example, as follows. For example, the generation unit 412 extracts specific words from the object information 1234 used by the four players who make up the party, and generates a summary of the background, characters, and scenario based on these extracted words and the setting materials collection 227. Examples of specific words to be extracted from the object information 1234 include words corresponding to the country of affiliation and skill items.
[0070] Figure 24 shows an example of scenario background information. In the example shown, the scenario background information includes background, characters, and a summary of the scenario, but it may also include other elements.
[0071] The outline information 223, writing rules information 224, scenario rules information 225, and scenario details information 226 will be abbreviated as outline information, etc. for convenience. Of the outline information, etc., writing rules information 224, scenario rules information 225, and scenario details information 226 are constant in the scenario game, but a part of the outline information 223 changes depending on the scenario rank. On the other hand, the scenario prerequisite information refers to object information 1234 used by the four players, so it needs to be generated for each scenario game, corresponding to the party. Therefore, in this embodiment, the SNS server 20 is configured to provide the main information, etc., to the scenario server 30 for each scenario game. In addition, in this embodiment, the SNS server 20 provides the object information 1234 of the four players received from the game server 10 to the scenario server 30 and the summary server 40 for each scenario game, and the summary server 40 generates scenario prerequisite information by referring to the object information 1234 of the four players and the setting materials collection 227.
[0072] <Scenario game sequence> Next, we will describe the sequence of actions when the scenario game is provided, referring to the diagrams.
[0073] Figures 24, 25, and 26 show the operation sequence. Figures 28 to 38 show examples of the display screen of the terminal device 60 on which the scenario game is provided.
[0074] As described above, the SNS server 20 provides various information exchange services to users. One of these information exchange services is the "Matching Center." A user of terminal device 60 accesses a channel called the "Matching Center" which is set up on the SNS server 20. This channel provides various communities that are recruiting members. When terminal device 60 accesses this channel, the game provision unit 211 of the SNS server 20 presents terminal device 60 with a list of communities. One of these communities is one that is recruiting members to participate in a scenario game. When a user selects a community that is recruiting participants for a scenario game, information indicating that selection is sent to the SNS server 20 (Step Sa1). Upon receiving notification that a scenario game has been selected, the SNS server 20 displays a screen to the terminal device 60 showing an overview of the quests in the scenario game (Step Sa2).
[0075] Figure 28 shows an example of the screen of the terminal device 60 presented in step Sa3. The display operation device 64 of the terminal device 60 displays "Matching Center" in area A1, and in area A2 displays a bot representing the provider of the scenario game, an overview of the quest, and information indicating what the user should do to participate in the scenario game. The software button 6401 is tapped when the user wants to participate in the scenario game.
[0076] Although Figures 28 to 38 are shown as individual screens for illustrative purposes, they are actually continuous and can be scrolled by the user swiping on the display control device 64. Furthermore, zooming in or out of the screen is also possible by swiping on the display control device 64. Zooming in or out of the screen is also possible by pinching out or pinching in on the display control device 64.
[0077] When the software button 6401 is tapped, information indicating that it has been tapped is sent to the SNS server 20 (step Sa3). Upon receiving information that a tap has been made, the SNS server 20, through the game provision unit 211, presents an input form screen to the terminal device 60, prompting the user to select characters and relics to be used in the scenario game (step Sa4).
[0078] Figures 29 and 30 show examples of input form screens in terminal device 60 presented in step Sa5. In Figure 29, the display operation device 64 shows the purpose of this screen in area A3, and the processing details and precautions for entering a character ID in area A4. Input area 6402 is where the user enters the ID of the character to be used in the scenario game using alphanumeric characters, etc. Furthermore, in the diagram, the software button 6403 is tapped to cancel the ID entered in the input area 6402, and the software button 6403 is tapped to acknowledge the ID entered in the input area 6402 and send it to the SNS server 20.
[0079] In Figure 30, area A13 shows the actions the user should take, and area A14 displays a pull-down button Pd. When the pull-down button Pd is operated, a list of names of relics available to the user in the scenario game is displayed in a pull-down menu. When the user selects one of the displayed relic names by tapping or other operation, that selected relic is selected as the relic the user will use as a player in the scenario game. In the example in the figure, three relics available to the user are displayed in the pull-down menu, and the state in which "Water Gun" is selected is shown.
[0080] The relics available to a user are stored in the SNS server 20 as the user's player information 1230. Therefore, when the SNS server 20 transmits the relic information 1238 from the user's player information 1230 to the terminal device 60, the terminal device 60 can display the relics available to the user as a player. Note that using relics in scenario games is optional. If no relic is selected in the list, or if there are no relics available for the user, it means the user will not use any relics as a player in the scenario game.
[0081] If the user acknowledges the entered ID and selected relic, they tap the software button 6404 in Figure 29. When the software button 6404 is tapped, the entered ID and selected relic information is sent to the SNS server 20 (step Sa5). On the other hand, if the user wishes to cancel the selected relic and the entered ID, they tap the software button 6403 in Figure 29. When the software button 6403 is tapped, the selected relic and the entered ID are cleared.
[0082] In the example shown in Figure 29, the user enters the character they want to use by ID. However, similar to the relic system, the user could also select one of the available characters from a dropdown menu. Furthermore, in cases such as when a user is playing a scenario game for the first time, they may not possess any usable characters. In such cases, the system could be configured to assign characters determined by a lottery.
[0083] Upon receiving the character ID and selected relic information, the SNS server 20 requests the game provider unit 211 to send object information 1234 to the game server 10, specifically the object information 1234 associated with the user (player) of the terminal device 60 that sent the ID and indicated by that ID (step Sa6).
[0084] Upon receiving a request for object information 1234, the game server 10's management unit 111 retrieves the object information 1234 corresponding to the request from the player information storage unit 123 and provides it to the SNS server 20 (step Sa7). The SNS server 20 that receives the information generates a screen based on the object information 1234 and presents it to the terminal device 60 (step Sa8).
[0085] Figure 31 shows an example of the screen of the terminal device 60 presented in step Sa8. The display operation device 64 shows the quest name in area A5, and a list of each item in the character information 1236 from the object information 1234 in area A6. In addition, area 6405 shows the appearance indicated in the character information 1236. Software button 6406 is tapped when the displayed object is not selected, and software button 6407 is tapped when the displayed object is selected.
[0086] When the software button 6406 is tapped, the user returns to the input form screen (see Figures 29 and 30) and is prompted to re-enter the ID of the character to be used (not shown). On the other hand, when the software button 6407 is tapped, a message is sent to the SNS server 20 (step Sa9). This indicates that the user will participate in the quest as a player of the scenario game, and the character the player will use is determined. Figure 31 shows a screen where the user confirms the character with the entered ID, but the selected relic is also confirmed by the user in the same way. Furthermore, while Figure 25 shows the process up to the point where one player determines the characters and objects, including relics, to be used in the scenario game, similar actions are performed until the objects to be used by the other three players in the party are determined.
[0087] Once the objects of the four players that make up the party are determined, the game provider unit 211 notifies each player's terminal device 60 of the names of the four players that make up the party (step Sa10).
[0088] Figure 32 shows an example of the screen of the terminal device 60 presented in step Sa11. The display operation device 64 shows the names of the four players in area A7, "Siberian Husky," "camocamo," "camomile," and "Mosaku," as well as a message that the user should tap the software button 6408 to advance the quest. The quest begins when four people tap the software button 6408 on their respective terminal devices 60 (Step Sa11).
[0089] In the SNS server 20, the game provision unit 211 provides object information 1234 of the objects used by the four players who make up the party to the scenario server 30 and the summary server 40 (step Sa12). In the summary server 40, which has received object information 1234 for four people, the generation unit 412 accesses the setting data collection 227 in the SNS server 20 and generates scenario prerequisite information while referring to the object information 1234 for four people (step Sa13).
[0090] At the start of the quest (step Sa11), when the objects of the four players who make up the party are determined, the relics that the players will use are also determined. Therefore, the game provider unit 211 determines the scenario rank based on the relics used by the four players (step Sa14). Specifically, the game provider unit 211 first determines the rarity of each of these relics by referring to the relic information 1238, second determines the points corresponding to the determined rarity by referring to a table as shown in Figure 19, third calculates the sum of the points corresponding to the rarity, and fourth determines the scenario rank according to the sum as described above. In this embodiment, the determined scenario rank is stored on the SNS server 20, but it may also be configured to be stored on the game server 10. Furthermore, the timing for determining the scenario rank is as long as the objects of the four players who make up the party have been determined, so it can be done immediately after step Sa11 as described above.
[0091] Next, the game provision unit 211 updates a portion of the outline information 223 according to the determined scenario rank. Specifically, the game provision unit 211 adds the situation according to the scenario rank by referring to the table corresponding to the quest as the <situation> in the outline information 223 in Figure 6 (step Sa15).
[0092] Then, the game provision unit 211 provides the scenario server 30 with the updated outline information 223, writing rule information 224, scenario rule information 225, and scenario details information 226 (step Sa16). Meanwhile, the summary server 40 provides the scenario server 30 with the scenario prerequisite information generated by the generation unit 412 (step Sa17).
[0093] At this point, the scenario server 30 has all the necessary information for creating a scenario, including object information 1234 for the four party members, scenario prerequisite information generated by the summary server 40, and basic structure information. In this state, the generation unit 312 generates scenario information including choice information using the large-scale language model 313 based on the creation instruction information (step Sa18).
[0094] In this configuration, the summary server 40 directly provides the scenario prerequisite information to the scenario server 30. However, it is also possible to configure the system so that the scenario prerequisite information is first sent to the SNS server 20, and the SNS server 20 then provides the scenario prerequisite information, along with the outline information, etc., to the scenario server 30.
[0095] The scenario information generated in the scenario server 30 is provided to the SNS server 20 by the management unit 311 (step Sa19). On the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game provision unit 211 generates a screen based on the scenario information and a screen based on the choice information, and presents them to the terminal device 60 (step Sa20).
[0096] Figure 33 shows an example of the screen of the terminal device 60 presented in step Sa20. First, the display operation device 64 of the terminal device 60 displays the prologue text, which marks the beginning of the scenario game, in area A8. The text in area A8 is generated in a formal style according to the writing rule information 224, as it indicates the development of the game. Additionally, although not specifically illustrated, a "challenge" related to the final objective of the quest may be displayed after this prologue is shown.
[0097] Figure 34 shows an example of the screen of the terminal device 60 that appears after the prologue. The display operation device 64 shows what the player should do in area A9, and displays choices based on the choice information in area A10. The options displayed in area A10 are generated according to the writing rule information 224.
[0098] Figure 35 shows an example of a screen for players to select from the displayed options. The display control device 64 shows that in area A11, players must select an option within a time limit of 5 minutes, as well as important notes and software buttons 6411 to 6413 for selecting an option. On this screen, if any of the software buttons 6411 to 6413 are tapped, or if the representative sends a number, information indicating that operation is sent to the SNS server 20 (step Sb1 in Figure 26).
[0099] In this embodiment, each of the four players making up the party can choose from the three presented options. However, there is only one option that can be chosen as the party. Therefore, the options selected as a party are determined by the game provider unit 211 on the SNS server 20 in one of the following ways (step Sb2). In other words, the game provider unit 211 determines the option that was chosen by the most players out of the options selected by the four players; if there is a tie, it determines one of the tied options by lottery; if time runs out, it determines one of the options by lottery; and if the four players consult with each other, it determines the option sent by the party representative as the party's choice.
[0100] Area A12 in Figure 35 shows four players discussing which option they should choose as a party, using the communication tools provided by the SNS server 20. Area A13 in Figure 36 shows that, after consultation, the player "Siberian Husky" selected the option with the circled number "2" as the party representative and sent it to the SNS server 20.
[0101] When the game provider unit 211 determines the party's choices, it provides information about the chosen choices to the scenario server 30 (step Sb3).
[0102] Scenario server 30 has already obtained object information 1234 for the four players who make up the party in step Sa12, scenario prerequisite information in step Sa14, and framework information, etc. in step Sa15. In this instance, the generation unit 312 generates scenario information including choice information based on creation instruction information that includes, in addition to this information, information on the choices decided by the party (step Sb4).
[0103] Prior to the prologue (Chapter 1), no choices were presented, so in Step Sa16, scenario information was generated without referring to the information of the choices decided by the party. However, in this Step Sb4, scenario information is generated including the information of the choices decided by the party. The choices decided by the party are, in other words, the will of the party. Therefore, the scenario information generated this time reflects the will of the party, and Chapter 2 of the scenario game unfolds based on this scenario information. That is, the scenario game progresses with the will of the party reflected in it. Therefore, it will be more interesting for the players.
[0104] The scenario information generated in the scenario server 30 is provided to the SNS server 20 (step Sb5). On the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game provision unit 211 generates screens based on the scenario information and screens based on the choice information, and presents them to the terminal device 60 as Chapter 2 (step Sb6).
[0105] Area A14 in Figure 36 displays a confirmation message indicating that the SNS server 20 has received the representative's selection of "2". This message, as it indicates the progress of the game, is generated in a polite, formal style as defined in writing rule information 224. Next, area A15 displays the scenario for Chapter 2, which reflects the party's intentions. After this, the choices for Chapter 2 are presented. Although the content of the choices differs from those in area A10, the display format of the choices is the same, so the screen illustration is omitted.
[0106] The subsequent operation sequence is the same as in steps Sb1 to Sb6. In other words, from the options presented in Chapter 2, the party's choices are determined, and based on the object information 1234 of the four players, scenario prerequisite information and framework information, etc., as well as creation instruction information that includes the results of the choices selected by the party, scenario information including choice information is generated. Then, screens based on this scenario information and screens based on choice information are generated and presented to the terminal device 60 as Chapter 3.
[0107] The subsequent operation sequence is shown in Figure 27. Steps Sc1 to Sc6 in Figure 27 are almost identical to steps Sb1 to Sb6 in Figure 26. However, once the party's choices are decided from the options presented in Chapter 3, the ending will follow. Therefore, in step Sc4, the scenario information generated based on the creation instruction information, which includes the object information 1234 of the four players, the scenario prerequisite information, the basic structure information, and the results of the choices selected by the party, is the text that leads to the ending, and does not include the choice information. The generated scenario information is provided to the SNS server 20 by the management unit 311 (step Sc5). On the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game provision unit 211 generates screens based on the scenario information and screens based on the choice information, and presents them to the terminal device 60 as the ending (step Sc6). In scenario-based games, the ending specifically indicates whether or not the quest was successful.
[0108] For example, the following are some possible scenarios for determining the success or failure of a quest. First, the options presented in Chapters 1, 2, and 3 are pre-assigned to points during generation. When a party decides on an option, the assigned points are awarded to that party and accumulated. If the accumulated points exceed a threshold, the quest is deemed successful. The success or failure of a quest can be categorized as, for example, Great Success, Success, or Failure, in descending order of points. The points associated with each option are hidden from the player.
[0109] Next, a structure is envisioned in which the success or failure of the quest is determined solely by the choices made in the final Chapter 3. In short, if the correct choice is selected in Chapter 3, the quest is successful; if any other choice is selected, the quest fails. Note that there may be multiple correct choices, or there may be no correct choices at all. Alternatively, the number of correct choices in Chapter 3 may be determined based on the choices made in Chapters 1 and 2. This structure would result in a higher success rate for the quest, as better choices made before Chapter 3 would increase the number of correct choices in Chapter 3.
[0110] Furthermore, it is envisioned that at the start of a quest, the success or failure of the quest is determined based on the character information 1236 of the characters used by, for example, four players. In this configuration, the outcome of the choices made may also affect factors other than the success or failure of the quest. These factors include rewards given at the end of the quest. When determining the success or failure of a quest at its start, the system may be configured to base the decision on the combined, median, or average levels of the characters used by the four players. With this configuration, the higher the levels of the characters used by the four players, the higher the quest's success rate. Note that using the median character levels eliminates the influence of any single character with an exceptionally high level.
[0111] On the SNS server 20, the reward distribution unit 213 determines the final result of the scenario game based on the ending scenario information, and then determines the rewards to be given to the four players in the party based on that final result (step Sc7). The rewards to be given may include, for example, increasing the level of the character used by the player depending on the success or failure of the quest, or giving characters or relics, or giving value media. Furthermore, the rewards given to the four players who make up the party may be the same or different.
[0112] On the SNS server 20, the game provision unit 211 creates a screen showing the results of the scenario game and the details of the rewards, presents it to the terminal devices 60 of the four players, and provides the determined reward information to the game server 10 (step Sc8). Upon receiving the reward information, the game server 10 has its management unit 111 update the player information 1230 according to the reward information (step Sc9). For example, if the reward is a character level-up in an object, the management unit 111 levels up the character information 1236 in the object information 1234 used by the player. Furthermore, for example, if the reward is the granting of a value medium, the management unit 111 increases the value medium information of the corresponding player information 1230 by the specified amount.
[0113] The reward may be an upgrade to the level of the relic used by the player. If the reward is an upgrade to the level of the relic, the management unit 111 will upgrade the level of the relic information 1238 in the object information 1234 used by the player.
[0114] If the reward is to grant a specific relic to the player, the management unit 111 adds the relic information indicating the said relic to the object information 1234 in the player information 1230. There are multiple types of relics that can be granted. Granted relics can be used in subsequent scenario games. Among the multiple relics that are granted, there may be relics that are not awarded as rewards unless a specific relic is used in a later scenario game, and that specific relic itself may only be awarded as a reward. This provides an incentive for players to play the scenario game repeatedly.
[0115] The reward may also be the granting of items other than characters and relics. If an item is granted, the management unit 111 will link the information indicating that item to the player information 1230.
[0116] Whether or not you receive a reward depends on the outcome of the quest. As mentioned above, quest outcomes include failure, success, and great success, with no reward given for failure. Even for success and great success, rewards are not guaranteed; they are awarded based on a certain probability. The probability of receiving a reward for a great success is set to be higher than the probability of receiving a reward for a success.
[0117] The relics awarded as rewards may vary depending on the progress and outcome of the scenario game. For example, a great success might be preferable to a simple success in the game. Alternatively, the relics may be related to the content of the scenario. For instance, if a bow and arrow appear in the scenario of a scenario game, a bow and arrow relic might be awarded as a reward. Alternatively, instead of directly granting a relic as a reward, the reward could be the right to purchase that relic.
[0118] Figure 37 shows an example of an ending screen displayed on terminal device 60. On display operation device 64, area A16 displays a message indicating that it is the ending, and area A17 displays text describing the development of the scenario in the ending. In this text, the names of the objects used by the four players who make up the party are displayed in bold, as specified in writing rule information 224.
[0119] Figure 38 is a diagram showing an example of a screen displaying the rewards in a scenario game on terminal device 60. This example shows that the rewards given to the four players who make up the party are different, and the display operation device 64 shows an example in area A18 where the level of the objects used by each player has been maintained or increased. The scenario game has now concluded.
[0120] In this type of scenario game, some of the core information changes depending on the scenario rank. When the scenario rank changes, the creation instruction information, including the core information, also changes, and therefore the scenario generated by that creation instruction information also changes. The scenario rank is determined based on the rank of the relic selected by the player. Since the game's progress is influenced by the scenario rank, players can expect to gain an advantage in the game by selecting the appropriate relic.
[0121] The scenario rank will not be revealed to the player. This is to allow the player to enjoy imagining whether the quest is close to success or not, based on the generated scenario and the choices presented. Alternatively, to encourage players to be aware of how close they are to completing the quest, you could choose not to keep the current scenario rank a secret and instead display it to the player.
[0122] <Application Examples and Variations> The embodiments illustrated above can be modified in various ways. Specific examples of applications and modifications that may be applied to the embodiments are illustrated below. Two or more embodiments arbitrarily selected from the following examples may be combined to the extent that they do not contradict each other.
[0123] <First Application Example> In the embodiment, the probability of a quest succeeding was indirectly determined by the scenario rank through <situation> (possessions), which is part of the core information. However, in the first application example, the probability of a quest succeeding is directly determined by the scenario rank. Specifically, as shown in Figure 39, instructions corresponding to the scenario rank are added to the core information. In the example shown in Figure 39, as the scenario rank increases, instructions are added to the core information that increase the probability of the quest succeeding. Therefore, in the scenario information generated based on this core information, the probability of the quest succeeding increases as the scenario rank rises.
[0124] <Second Application Example> As the rarity and level of relics increase, it may be possible to make quests easier to complete. For example, if a low-rarity "bow and arrow" relic is used, a scenario is generated in which only a few enemies can be defeated, but if a high-rarity (different) "bow and arrow" is used, a scenario is generated in which many enemies can be defeated.
[0125] This is achieved by generating creation instruction information based on the relic information 1238 selected at the start of the quest. Specifically, firstly, a table is prepared for each relic containing instructions corresponding to its rarity. Secondly, when a relic is selected, the instructions corresponding to the rarity of that relic from its corresponding table are included as part of the core information. Figure 40 is an example of such a table, showing a table containing instructional text to be included in the core information for each rarity of the "Bow and Arrow" relic. For example, in a scenario where success is achieved by defeating many enemies, setting instructional text as shown in Figure 40 makes it easier for the scenario rank to increase as the rarity of the "Bow and Arrow" relic used increases. Through such settings, the rarity of the relic can influence the scenario rank.
[0126] <Third Application Example> In this embodiment, the scenario rank was determined based on the relics used by the player, but various factors can be assumed to determine the scenario rank. For example, the scenario rank may be determined based on the levels of the characters selected by the players. Specifically, the levels of the characters selected by each player are determined by referring to character information 1236, and the sum of these levels for all four players is calculated. The scenario rank is then determined based on whether the sum falls into one of five predetermined levels. Alternatively, the scenario rank may be determined based on the combination of characters selected by the players. Specifically, the scenario rank may be determined based on the degree of agreement between the country of origin, sense type, etc., of the characters selected by each player. Alternatively, a specific character could be designated for each quest, and the scenario rank could be determined based on whether or not the four characters in a given quest include that designated character. Factors determining the scenario rank may include player titles and roles in the information exchange service provided on the SNS server 20. Titles are assigned to users (players) by those who plan and implement the scenario game, i.e., the operators. Scenario ranks may also be determined by lottery (randomly) by the game provider department 211, for example.
[0127] <Fourth Application Example> In one embodiment, the scenario rank is determined when the relic used by the player is finalized; more specifically, the scenario rank determined at the start of the game remains unchanged until the end of the game. However, in the third application example, the scenario rank changes during the game. For example, when players discuss which of the three options presented to them should be chosen as their party, the scenario rank may increase if a special string of characters appears in the messages exchanged, specifically a certain type of hidden command or spell. For instance, if the command "Up Up Down Down Left Right Left Right B A" or the magic spell "Zoltraak" appears in the messages, the scenario rank may increase. Conversely, if a pre-registered forbidden word appears in the messages, the scenario rank may decrease.
[0128] In a game structure where the scenario rank changes during gameplay, the scenario rank may be altered depending on the choices made. For example, if four players are presented with three choices and each makes a different choice, the scenario rank may be determined according to the degree of agreement among the chosen choices. Specifically, if three out of the four players choose the same choice, the scenario rank may be increased by one rank, and if all four players choose the same choice, the scenario rank may be increased by another two ranks. Conversely, if three out of the four players choose different choices, the scenario rank may be decreased by one rank. In a structure like this, where the scenario rank changes depending on the choices made, it's possible to give players the enjoyment of carefully considering their choices in order to raise the scenario rank and bring them closer to success in the quest.
[0129] Alternatively, the scenario rank may be adjusted based on some outcome. Here, "some outcome" can refer to two things: the choice made by the player, and the scenario generated based on that choice.
[0130] If the scenario rank is to change based on the choices made by the player, one could consider using a table like the one shown in Figure 41. In this table, each choice has a predetermined "increase or decrease in scenario rank in the next chapter," and the content of the choices in the next chapter will be generated by the scenario server 30 based on this. For example, if option "1" is selected, the increase / decrease value for that option will be "+1," raising the current scenario rank by one level. Therefore, in the next chapter, options that bring you closer to quest success will be generated.
[0131] In one embodiment, scenario information including choices is generated based on creation instruction information that includes information on the choices decided at the party (step Sb4). For this reason, the generated choices may be evaluated by, for example, the scenario server 30 or a separate AI server and reflected in the "scenario rank increase / decrease value in the next chapter". It should be noted that the evaluation of the generated options does not necessarily result in an increase or decrease in the scenario rank; in some cases, the rank may be fixed to either increase or decrease regardless of which option is selected.
[0132] This section explains how scenario ranks are determined based on the evaluation results of scenarios generated by Scenario Server 30. In other words, the generated scenarios are evaluated, rather than the choices made by the players.
[0133] Figure 42 shows the configuration of a game system that determines scenario ranks based on the evaluation results of the scenarios. The configuration shown in this figure includes an evaluation server 50, in addition to the configuration shown in Figure 1. The evaluation server 50 is a large-scale language model similar to the scenario server 30, and evaluates how close the scenario information generated by the scenario server 30 is to the success of the quest result, for example, according to instructions that describe the evaluation criteria. This evaluation is supplied to, for example, the SNS server 20, and the game provision unit 211 in the SNS server 20 increases or decreases the scenario rank.
[0134] More specifically, for example, the scenario rank at the start of the quest is "2," and the scenario server 30 generates the scenario and choices for Chapter 1. The player selects from the generated choices. At this point, the scenario rank remains "2." The scenario server 30 generates the scenario for Chapter 2, including the selected choices. The evaluation server 50 evaluates this generated scenario, and the game provider unit 211 increases or decreases the scenario rank based on the evaluation results. If the evaluated scenario is close to a successful quest outcome, the scenario rank is increased by one, for example, to "3."
[0135] The evaluation server 50 determines whether a quest outcome is close to success based on whether it closely matches certain criteria. These criteria are pre-set and are closely related to the quest outcome being successful, such as "obtaining information about the criminal," "finding the criminal," or "acquiring a method to capture the criminal." The evaluation server 50 then determines whether the scenario generated by the scenario server 30 is closely related to these criteria.
[0136] Furthermore, since the scenario server 30 that generates the scenarios is a large-scale language model, it is capable of evaluating the generated scenarios itself. However, the scenario server 30 will evaluate the scenario in the same learning state in which it generated the scenario; that is, it will evaluate the scenario while retaining the influence of the scenario generation process, so the evaluation may not be accurate. For this reason, it is preferable that the scenario server 30 that generates the scenarios and the evaluation server 50 that evaluates the scenarios are separate entities. Alternatively, if scenario generation and scenario evaluation are performed on the same server, these sessions can be separated to eliminate any influence from scenario generation.
[0137] Furthermore, if the "objective" of a quest is to defeat the enemy boss, a table like the one shown in Figure 43 is referenced. That is, items such as "damaged the boss," "discovered the boss's location," and "defeated the boss's minions" are set in relation to the "objective" of the quest. In this case, in order to calculate the most accurate evaluation possible, it is preferable to assign weights to each item and convert them into points, taking these weights into account. Specifically, the game provider unit 211 increases or decreases the scenario rank according to the weighted points.
[0138] In a system where points are awarded based on the weight of each element, the generated choices may be independent of the scenario rank, or they may be tailored to the scenario rank. Specifically, choices tailored to the scenario rank would mean that as the scenario rank increases, the choices generally improve, making it easier to complete the quest.
[0139] In addition to a configuration that increases or decreases the scenario rank based on the choices made by the player and the evaluation results of the scenario, a configuration using "accumulated points" is also acceptable. "Accumulated points" are points accumulated from choices and scenario evaluations. For example, the game provider unit 211 determines the scenario rank according to these "accumulated points".
[0140] Additionally, a scenario rank limit could be set based on the relics used. For example, a specific relic could be required to achieve a scenario rank of "4" or higher. In this embodiment, the upper limit of the scenario rank is set to "5," but it is not limited to this. Furthermore, in order to raise the scenario rank above a certain value, for example to "5" or higher, it may be required that the combination of relics used be a specific combination.
[0141] <First variation> The first modification involves supplying electronic information called quest cards to the terminal devices 60 of the four players constituting the party, as one form of reward given as a result of the scenario game.
[0142] Figure 44 shows an example of a quest card supplied to the terminal device 60 being displayed on the display operation device 64. Each quest card displays a five-star rating indicating the difficulty of the quest, a summary of the scenario in the scenario game, the appearance of the characters used by the four players participating in the scenario game, and the names of those characters. The scenario summary is generated by the scenario server 30 and provided to the SNS server 20. The SNS server 20, for example, the game provision unit 211, generates a quest card from the scenario summary, and the quest card is presented to the terminal device 60.
[0143] <Second variation> The second variation involves a system that evaluates and scores the characters used by the players, and then generates scenario information including choice information based on those scores. In other words, the scenario server 30 generates scenario information including choice information by adding character information 1236 used by the four players, scenario prerequisite information, outline information, etc., and if there is information on choices decided by the party, information on those choices.
[0144] Examples of scoring the evaluation include, firstly, assigning a score to the total level of the characters used by the four players; secondly, assigning a separate compatibility value to each character and assigning a score to the total compatibility between the characters used by the four players; and thirdly, assigning a score to the relationship between the characters used by the four players and the generated scenario. In the second example, compatibility means that, for example, if character A and character B are siblings, their compatibility value will be high, or if character C and character D are rivals, their compatibility value will be low. In the third example, the relationship could be, for instance, the number of characters who originate (belong to) the region where the scenario takes place. As an example of scoring the evaluation, in the first and second examples, relics may be used instead of characters, or both characters and relics may be used.
[0145] <Third variation> In the embodiment described, the four players constituting the party consult with each other using a communication tool provided by the SNS server 20. However, the game server 10 may also be configured to consult with each other using a separate communication function provided on the game server 10. Specifically, the game server 10 would take over the functions of the control unit 210, storage unit 220, and communication unit 230 of the SNS server 20. Such a configuration would make it possible to eliminate the SNS server 20.
[0146] The function of providing the scenario game to the terminal device 60 is realized through the cooperation of programs stored in the processing unit 11 and storage device 12, and programs stored in the processing unit 21 and storage device 22, if the game server 10 and SNS server 20 provide the game. Alternatively, if the game server 10 provides the scenario game to the terminal device 60, the function is realized through the cooperation of programs stored in the processing unit 11 and storage device 12. Such programs can be provided and installed in a form stored on a computer-readable recording medium. The recording medium is, for example, a non-transitory recording medium, such as an optical recording medium (optical disc) like a CD-ROM, but also includes any known form of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium except for transient propagation signals, and does not exclude volatile recording media. Furthermore, in a configuration where a distribution device distributes programs via a communication network, the storage device that stores the program in the distribution device corresponds to the aforementioned non-transitory recording medium.
[0147] <Fourth variation> If there are no restrictions on the characters and relics that players use in a scenario game, the levels of those characters and relics may become excessively high, potentially negatively impacting the game balance. For this reason, it may be advisable to implement a system that restricts the use of a particular object. Examples of such restrictions include the number of uses (e.g., limited to 5 times) or the frequency of use (e.g., once a week). Additionally, there may be items that, when consumed, can remove or ease these usage restrictions. For example, items that reset the number of uses, items that increase the number of uses, or items that ease the usage frequency, for example, from once a week to once every three days.
[0148] <Fifth variation> In this embodiment, the system is configured so that players select from the presented options or the options are determined by lottery. However, instead of presenting options, the system could also be configured so that players are presented with questions to think about, and all players or a representative answer in writing.
[0149] <Sixth variation> In this embodiment, the number of players constituting one party is set to "4," but it is not limited to this; it may be "1" or "2" or more. If the number of players is "2" or more, it is possible that the required number of players may not be gathered depending on the time of day. If the required number of players to constitute a party are not gathered within a predetermined time, for example, an object created by the CPU of the game server 10 (a non-player character not controlled by a real player) may be allowed to participate as a player in the scenario game.
[0150] <7th variation> The screen displayed on terminal device 60 may not only show text related to the scenario's development and the game's progress, but may also display still images or videos that match the scenario as a background for the text. Furthermore, sound effects corresponding to events such as the scenario's development, the presentation of choices, and the selection of choices may be generated on terminal device 60, and background music may be generated on terminal device 60 to create atmosphere.
[0151] <Other> In this explanation, the servers are represented as physically separate devices in Figures 1 and 42, but two or more of these servers may be implemented by logically dividing a single device.
[0152] <Note> From the above description, preferred embodiments of the present invention can be understood, for example, as follows. For the sake of ease of understanding each embodiment, the reference numerals in the drawings are conveniently included in parentheses below, but this does not mean that the present invention is limited to the illustrated embodiments.
[0153] <Note 1> A game system (1) according to one appendix 1 of the present invention includes a scenario acquisition unit (212) that acquires a scenario generated by a large-scale language model using creation instruction information, and a game provision unit (211) that provides a game progressing using the scenario to a player's terminal device (60), wherein the creation instruction information includes outline information (223) that shows the outline of the scenario, a part of the outline information (223) differs depending on the scenario rank, the scenario rank is determined by the player's actions, and the game progress result based on the scenario generated when the scenario rank is a first value is more advantageous to the player than the game progress result based on the scenario generated when the scenario rank is a second value lower than the first value.
[0154] According to the game system described in Appendix 1, the game scenario is generated not only based on the core of the scenario, but also on the game objects possessed by the player. In other words, the game progresses using a scenario generated according to the game objects, rather than a pre-prepared scenario, thus providing the player with a more engaging and interesting game experience. Furthermore, some of the core information that outlines the scenario differs depending on the scenario rank. Therefore, if the scenario rank changes, the creation instruction information, which includes the core information, also changes, and the scenario generated by that creation instruction information also changes. The scenario rank is determined by the player's actions, and the outcome of the game is influenced by the scenario rank, so players can expect to gain an advantage in the game's progress through their own actions.
[0155] In terms of implementation, a "scenario" is the text presented at the beginning of each chapter. At an intermediate level, it is a kind of script that describes the lines and actions of characters and other elements included in "game objects," and at a higher level, it serves as a blueprint in a game, describing the scene and indicating when, where, who does what, etc. A "Large-Scale Language Model" (LLM) is a deep learning model that uses massive amounts of natural language data to understand the structure and context of natural language and solve language processing tasks. Specifically, it generates scenarios using "creation instruction information" as instructions (prompts). The "scenario acquisition unit" and the "game provision unit" are typically built using a server device (specifically, a control unit within it). The "Game Provision Department" provides games to terminal devices via the network. The "scenario acquisition unit" and the "game provision unit" may be implemented on different computers via a network, or they may be implemented on the same computer. Furthermore, the "large-scale language model" that generates scenarios using the creation instruction information may be implemented on a different computer from the computer that implements the "game provisioning unit," or it may be implemented on the same computer.
[0156] In addition to the "outline information," the "creation instruction information" may also include "scenario premise information" and "answer information," which are the prerequisites for the scenario described later. A "player" is the operator of a terminal device in a game. "Core information" refers to information that outlines the basic rules of a game that progresses using a scenario. Specifically, it is instructional information that tells the "large-scale language model" that generates the scenario what kind of scenario to generate. More specifically, as shown in Figure 16, it is a text document that lists the basic rules of the game in bullet points. "Game progress results" can include not only the final outcome of the game, but also results at intermediate stages of the game (for example, the end of a chapter). "Player actions" specifically refer to actions such as "selecting game objects," which will be discussed later. "Scenario rank" is information that defines part of the core information and can influence the outcome of a game that uses a scenario, as it determines the progression of the game.
[0157] "Being advantageous to the player" means that the generated scenario works to the player's advantage, and specifically, If the outcome of the game is either success or failure, the probability of success will be higher. If the game result is expressed as a score, then a higher score is better. If the objective of the game is to defeat the enemy, Enemies can be defeated more easily and / or in a shorter amount of time. The number of enemies you have to defeat will increase. If players are rewarded based on the game's outcome, The probability of receiving a reward increases. More rewards will be given. And so on. Note that a scenario rank of "5" is an example of a "first value," and a scenario rank of "1" is an example of a "second value."
[0158] <Note 2> The game system (1) relating to Appendix 2 is the game system (1) relating to Appendix 1 in which the player's operation is the setting of game objects used by the player in the game.
[0159] According to the game system described in Appendix 2, the scenario rank is determined by the settings of the game objects used by the player in the game, thus allowing the player to consider game strategy when setting up game objects.
[0160] "Setting a game object" refers to the player selecting or inputting the desired game object. "Game objects" include "characters," "relics," and so on. A "character" in a game is a medium that represents the "player," or a medium that is controlled by the "player." A "Relic" is a type of item used in a game, such as equipment, weapons, armor, or potions. A "Relic" can also be assigned to a "Character." When a "Relic" is assigned in a game, new effects may occur. The "Character" field includes information such as the character's name, country of origin, level, rarity, sense type, personality, skills, first-person pronoun, and appearance (see diagram). The "Character" field may include items that can be edited by the "Player," as well as items that cannot be edited. Each "Relic" is associated with information such as its name, rarity, and level.
[0161] <Note 3> In the game system (1) related to Appendix 3, the game object is selected from among those owned by the player.
[0162] According to the game system described in Appendix 3, the game objects that a player sets can be limited to those that they themselves possess. In other words, it is possible to prevent the setting of an unlimited number of game objects.
[0163] "Possession" refers to a state in which a player can use an item in the game. Game objects owned by a player may be those given as rewards, those given by the system, or those purchased by the player.
[0164] <Note 4> In the game system (1) related to Appendix 4, the scenario rank is determined based on the number or rarity of game objects set by the player's actions.
[0165] According to the game system described in Appendix 4, the scenario rank is determined according to the number of game objects or the rarity of the game objects, so players can proceed in a way that gives them an advantage in the game's outcome.
[0166] The statement that the scenario rank is determined based on the "number of game objects" means, for example, that when multiple players participate, the scenario rank is determined according to the total number of game objects set by these players. "Game object rarity" refers to the scarcity of a "game object." The statement that the scenario rank is determined based on the "rarity of game objects" means, for example, that when multiple players participate, the scenario rank is determined according to the total rarity of the game objects set by these players.
[0167] <Note 5> The game system (1) relating to Appendix 5 is a game system (1) relating to Appendix 4 in which the scenario is generated for each scene, and in a particular scene, based on the scenario generated in accordance with that particular scene, the player is presented with multiple options as candidates for answering a task, and the answer information indicating the option selected by the player from among the multiple options is included in the creation instruction information.
[0168] According to the game system described in Appendix 5, the game progresses according to a scenario that is newly created for each scene and generated using creation instruction information that includes answer information. Therefore, from the player's perspective, the game unfolds in a varied manner.
[0169] A "task" is a problem or question that the player needs to answer, and may include multiple options that are potential answers to that task. "Answer information" may be information about the options selected by the player in response to the question, or it may be a free-response answer entered by the player in response to the question.
[0170] <Note 6> The game system (1) relating to Appendix 6 is the game system (1) relating to Appendix 5 in which the player's operation is the operation of selecting the option.
[0171] According to the game system described in Appendix 6, the choice of option not only affects the generation of the scenario corresponding to the next scene, but also influences the scenario rank, so from the player's perspective, the game's progression becomes more varied.
[0172] <Note 7> In the game system (1) related to Appendix 7, in the game system (1) related to Appendix 5, a scenario is generated in a scene following the specific scene using the creation instruction information which includes the answer information.
[0173] According to the game system described in Appendix 7, the scenario is generated in accordance with the choices made by the player, corresponding to the next scene, so from the player's perspective, the game's progression becomes more varied.
[0174] <Note 8> In the game system (1) related to Appendix 8, the scenario rank changes based on the evaluation of the scenario generated in response to a scene following the specific scene using the creation instruction information which includes the answer information.
[0175] According to the game system described in Appendix 8, a scenario is generated corresponding to the next scene based on the choices made by the player. The scenario rank changes based on the evaluation results of the generated scenario, and the scenario is generated based on the framework information (including creation instruction information) which includes the changed scenario rank. Therefore, from the player's perspective, it becomes difficult to predict the generated scenario, resulting in a highly varied scenario.
[0176] Scenario evaluation is determined, for example, by whether the generated scenario is close to the final outcome of the game. While scenario evaluation is envisioned to be performed by a large-scale language model following instructions, a configuration different from the large-scale language model that generated the scenario is preferable.
[0177] <Other notes> The game system (1) described in Appendix 1 can be expressed as a control method for the game system (1), and can also be expressed as a computer program. [Explanation of Symbols]
[0178] 1...Game system, 10...Game server, 20...SNS server, 30...Scenario server, 40...Summary server, 50...Evaluation server, 211...Game provision unit, 212...Game acquisition unit, 213...Reward distribution unit, 312...Generation unit, 313...Large-scale language model.
Claims
1. A scenario acquisition unit that acquires scenarios generated by a large-scale language model using creation instruction information, A game provisioning unit that provides a game progressing using the aforementioned scenario to the player's terminal device, It has, The aforementioned creation instruction information is This includes framework information that shows the outline of the aforementioned scenario, Some of the aforementioned basic information varies depending on the scenario rank. The aforementioned scenario rank is determined as a result of the player's actions, The game progress result based on the scenario generated when the aforementioned scenario rank is value 1 is: The result of the game based on the scenario generated when the scenario rank is a second value lower than the first value is more advantageous for the player. Game system.
2. The aforementioned player's actions are: The player has configured the game objects used in the game. The game system according to claim 1.
3. The aforementioned game object is set from among those possessed by the player. The game system according to claim 2.
4. The aforementioned scenario rank is, Game objects set by the player's actions Number, or rarity Determined based on, The game system according to claim 3.
5. The above scenario is, Generated for each scene, In a specific scene, Based on a scenario generated in response to the specific scene, the player is presented with multiple options as possible answers to the task. The response information indicating the option selected by the player from among the aforementioned multiple options is included in the creation instruction information. The game system according to claim 1.
6. The aforementioned player's actions are: The operation of selecting the aforementioned options, The game system according to claim 5.
7. In the scene following the aforementioned specific scene, A scenario is generated using the creation instruction information which includes the aforementioned response information. The game system according to claim 5.
8. The scenario rank changes based on the evaluation of the scenario generated in response to a scene following the specific scene using the creation instruction information which includes the aforementioned response information. The game system according to claim 7.
9. Computers A scenario acquisition unit that acquires scenarios generated by a large-scale language model using creation instruction information, and Game provision unit that provides the game, which progresses using the aforementioned scenario, to the player's terminal device. To make it function as, The aforementioned creation instruction information is This includes framework information that shows the outline of the aforementioned scenario, Some of the aforementioned basic information varies depending on the scenario rank. The aforementioned scenario rank is determined as a result of the player's actions, The game progress result based on the scenario generated when the aforementioned scenario rank is value 1 is: The result of the game based on the scenario generated when the scenario rank is a second value lower than the first value is more advantageous for the player. program.
Citation Information
Patent Citations
Game program and game device
JP2007209629A