Information processing systems, information processing methods, and programs

The system addresses long waiting times in games by automating object acquisition, enabling efficient gameplay through a waiting list mechanism, allowing players to engage in other activities and reducing overall playtime.

JP2026061172APending Publication Date: 2026-04-09GLEE HOLDINGS CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2026-04-09

AI Technical Summary

Technical Problem

Games that require players to wait for a long time to acquire objects prolong playtime, creating a high threshold for players seeking to shorten their gameplay experience.

Method used

An information processing system and method that allows objects to be automatically added to a waiting list in exchange for resources when the list is below a limit, and removes the object after a waiting period, enabling efficient gameplay progression.

Benefits of technology

This approach reduces waiting time by allowing players to engage in other activities while objects are acquired, enhancing gameplay efficiency and encouraging continuous engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026061172000001_ABST
    Figure 2026061172000001_ABST
Patent Text Reader

Abstract

To enable efficient gameplay, including waiting states for acquiring objects. [Solution] The system comprises at least one memory for storing multiple instructions and at least one processor, wherein the at least one processor executes instructions to select an object 42 that can be placed on the game field, adds an object 42 in exchange for a resource associated with the player if the number of objects 42 in the waiting list is less than the upper limit, and stores the identifier of the object 42 added to the waiting list, associating it with the player after the waiting time has elapsed.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] As one type of game, there is known a game in which a player acquires an object after a waiting period of a predetermined time and places the acquired object on a game field. Patent Document 1 describes that a player long-presses an object of a building to select it and drags the selected object to a predetermined position. The dragged object becomes a "building under construction". When the elapsed time from the time of placement exceeds the construction time, the building under construction becomes in a state where it can accept a player's operation. When the player performs an operation, the building under construction changes to the state of a completed building.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in such a game, there is a problem that since the waiting time for acquiring an object becomes long, the play time including the waiting time also becomes long. Therefore, for players who want to shorten the play time, such a game has a high threshold.

Means for Solving the Problems

[0005] This disclosure provides an information processing system. The information processing system comprises at least one memory for storing a plurality of instructions and at least one processor, wherein the at least one processor executes the instructions to select an object that can be placed on a game field, adds the object in exchange for a resource associated with a player if the number of the object in the waiting list is less than an upper limit, and removes the identifier of the object added to the waiting list from the waiting list after a waiting period has elapsed.

[0006] This disclosure provides an information processing method. The information processing method is performed by at least one processor and includes: selecting an object that can be placed on a game field; adding the object in exchange for a player's associated resource if the number of the object in the waiting list is less than an upper limit; and removing the identifier of the object added to the waiting list from the waiting list after a waiting period has elapsed.

[0007] This disclosure provides a program, which is executed by at least one processor and includes instructions to: select an object that can be placed on a game field; add the object in exchange for a player's associated resources if the number of such objects in a waiting list is less than an upper limit; and remove the identifier of the object added to the waiting list from the waiting list after a waiting period has elapsed. [Effects of the Invention]

[0008] According to this disclosure, players can efficiently progress through the game, including waiting states for acquiring objects. [Brief explanation of the drawing]

[0009] [Figure 1]This is a schematic diagram showing a first embodiment of the information processing system. [Figure 2] This is a schematic diagram showing an example of object data for the same embodiment. [Figure 3] This is a schematic diagram showing an example of a waiting list in the same embodiment. [Figure 4] This is a schematic diagram showing an example of the arrangement list for the same embodiment. [Figure 5] This is a schematic diagram showing an example of a storage list in the same embodiment. [Figure 6] This is a schematic diagram showing an example of player management data in the same embodiment. [Figure 7] This flowchart shows an example of a procedure for manually acquiring an object in the same embodiment. [Figure 8] This flowchart shows an example of a procedure for automatically acquiring objects in the same embodiment. [Figure 9] This is an example of a drawing showing the game field of the same embodiment. [Figure 10] This is an example of a diagram showing the game field of the same embodiment, representing the state before objects are placed. [Figure 11] This figure shows an example of a waiting list in the same embodiment. [Figure 12] This is an example of a diagram showing the game field of the same embodiment, illustrating the state after objects have been placed. [Figure 13] This figure shows an example of a storage list in the same embodiment. [Figure 14] This figure shows an example of a priority list for the second embodiment. [Figure 15] This flowchart shows an example of the procedure for selecting an object in the same embodiment. [Figure 16] This is a conceptual diagram showing an example of the object selection process in the same embodiment. [Figure 17] This flowchart shows an example of a procedure for reducing waiting time in another embodiment. [Modes for carrying out the invention]

[0010] <First Embodiment> The information processing system includes at least one memory that stores a plurality of instructions and at least one processor. The at least one processor selects an object that can be placed on the game field, adds the object to the waiting list in exchange for resources associated with the player when the number of objects included in the waiting list is less than the upper limit number, and stores the identifier of the object added to the waiting list in association with the player after the elapse of the waiting time.

[0011] [Information Processing System] Hereinafter, an embodiment of an information processing system, an information processing method, and a program will be described.

[0012] As shown in FIG. 1, the information processing system 10 includes a player terminal 11 and a management server 12. The player terminal 11 and the management server 12 are connected via a network 13 such as the Internet.

[0013] The player terminal 11 is a terminal device used by a player who plays a game. The player terminal 11 is, for example, a smartphone (multifunctional telephone). In the present embodiment, a mode in which the player terminal 11 stores a native application in a memory device (storage device) will be described. The native application includes, in addition to a program for executing the game, asset data which is various data necessary for executing the game. This native application provides a game in which the player achieves quests in a virtual space. The quest may be a stage, a mission, or a task. In the present embodiment, the virtual space is a space in which three-dimensional coordinates (X coordinate, Y coordinate, Z coordinate) are set.

[0014] The player terminal 11 includes a processor 15, a memory device 16, a communication interface 17, and an input / output interface 18. These are electrically connected via a bus 23. The memory device 16 includes volatile memory such as RAM, non-volatile memory such as ROM, and storage. The processor 15 functions as an object generation unit and a game progression unit by executing a program stored in the memory device 16, etc. The program includes code, and the code includes multiple instructions. The object generation unit and the game progression unit may also be control circuits.

[0015] Processor 15 creates an object. An object is something that can be placed on the game field. Here, "creating an object" means adding a predetermined object to a waiting list, waiting for a certain period of time, and then making it available for the player to use in the game. When an object is added to the waiting list, it enters a "being created" state in the game. After the object has been added to the waiting list and the waiting period has elapsed, Processor 15 acquires the object so that the player can use it in the game. Specifically, Processor 15 stores the data of the acquired object in memory device 16, associating it with the player.

[0016] The number of objects included in the waiting list is limited to a maximum number. The waiting list can also be described as a queue with a set waiting time. Each task added to the waiting list is called a generation slot. A predetermined number of generation slots are associated with the player. One object is associated with each generation slot. When the task of waiting for an object to expire is completed, that object is removed from the waiting list, and one generation slot becomes available. If the object is a building object, "generation" can also be called "construction," and "generation slot" can be called "construction slot." In this embodiment, adding an object identifier to the waiting list because the object's level has been increased is also referred to as object generation.

[0017] Processor 15 accepts player operations and adds objects to a waitlist in exchange for resources associated with the player. Player operations include operations that specify objects and operations that create objects.

[0018] Furthermore, processor 15 can automatically generate objects even without accepting operations to specify or generate objects. Specifically, processor 15 determines whether the number of objects added to the waiting list is less than the upper limit. If the number of objects added to the waiting list is less than the upper limit, processor 15 automatically generates an object in exchange for game resources associated with the player. In other words, processor 15 adds the object to the waiting list. After the waiting time corresponding to the object has elapsed, processor 15 stores the identifier of the object that was automatically added to the waiting list, associating it with the player.

[0019] Furthermore, processor 15 modifies parameters related to the generated object or the player in response to the object being placed on the game field. Multiple objects can be placed on the game field. Parameter changes resulting from object placement occur regardless of whether the object was created by the player or automatically generated. Parameter changes are one of the rewards. Processor 15 may also provide the player with rewards other than parameter changes. Processor 15 uses the object parameters or player parameters to advance the game.

[0020] The processor 15 acquires data from the input device 21 via the input / output interface 18. The input device 21 is a touch panel or the like. The processor 15 outputs data to the display 20 and peripheral devices 22 via the input / output interface 18. The display 20 outputs a virtual image of the game field. Peripheral devices 22 include speakers, etc.

[0021] The processor 15 sends and receives data with the management server 12 via the communication interface 17 and the network 13. For example, the management server 12 stores the game's master data. The management server 12 sends data necessary for the game to progress to the player terminals 11. Other player terminals 11 are connected to the management server 12. Each player terminal 11 sends and receives messages, etc., via the management server 12.

[0022] The memory device 16 stores object data 30, a waiting list 31, a placement list 32, a storage list 33, and player management data 34. This data may be stored as tables.

[0023] Refer to Figure 2 to explain the object data 30. The object data 30 includes both data for objects that have not been added to the waitlist and data for objects that have been retrieved after a waiting period. In other words, the object data 30 includes both data for objects that are associated with the player as available and data for objects that are not associated with the player. In addition, multiple levels are set for each type of object.

[0024] In this embodiment, a game that generates objects is described using a game that allows for the development of areas (cities, districts) as an example. In this game, by placing the generated objects in a predetermined area within the game field, the game parameters and abilities associated with the player are enhanced, or the parameters associated with the objects or areas are enhanced. When at least one of these parameters reaches a predetermined value, a new area is unlocked. For example, when the number of residents associated with an area reaches a predetermined value, another new area may be unlocked. The player can then play the game in the new area. In the new area, the parameters and abilities described above can be further enhanced, or new rewards can be obtained.

[0025] In addition, players can battle non-player characters or other players' characters in areas, and complete quests. This will increase at least one of the parameters mentioned above, or earn rewards. Players progress through the game by developing areas, battling, completing quests, and other means.

[0026] An example of an object is a feature that can be placed on the game field. Examples of features include buildings and other structures, and plants such as trees. Features may also include structures other than buildings, such as hills, rivers, and mazes. These objects are placed at specific locations on the game field.

[0027] The object data 30 contains, for each object, an object identifier, type, wait time, parameters, and resources. The object identifier is an identifier assigned to a single object. The object identifier may be assigned when the object is created.

[0028] The "Type" field indicates the type of object. For example, if multiple objects of the same type, such as "School," are created, each object is assigned a different object identifier. In other words, data such as type is associated with each object identifier.

[0029] The waiting time is the time it takes for an object to be added to the waiting list and then associated with the player. The waiting time varies depending on the type of object and its level, which will be discussed later. By setting waiting times in this way, the difficulty of city building can be kept within an appropriate range, and the gameplay can be maintained. For example, large building objects may be associated with long waiting times such as "5 hours," while small objects such as "tree stumps" may be associated with short waiting times such as "1 second." Objects with higher levels and higher value may have longer waiting times.

[0030] An object's parameters include at least one parameter. For example, parameters may include level and effect. For instance, if an object is a building, its level and the number of inhabitants are associated with it. The number of inhabitants varies depending on the type of object. Also, the higher the level of the object, the more inhabitants it can hold. Placing a building object in an area (city) has the effect of increasing the number of inhabitants in the area by the number associated with the object. Areas are included in the game field. For example, objects with the same identifier may have different levels. Or, objects with different levels may have different identifiers even if they are the same object.

[0031] Parameters may include, in addition to the number of residents, skills, items, physical strength (hit points, stamina), attack power, defense power, combat power, magic power (magic points), experience points, the number of skill points consumed when using skills, agility, and other points.

[0032] The effects of an object are triggered by placing it on the game field. These effects include, in addition to the increase in the number of inhabitants mentioned above, improvements to the player's or associated character's parameters, an increase in the maximum number of friends the player can have, the granting (manufacturing) of items such as equipment, improvements to parameters associated with items, and the production of manufactured goods. The game progresses as objects with effects are placed on the game field. For example, when an object with an effect is placed on the game field, the player's character may complete a quest, or a new area may be unlocked among the multiple areas set on the game field.

[0033] Resources are the price required to create an object. For example, resources are materials such as cryptocurrency, ore, wood, or stone. Cryptocurrency refers to things usable in the game, such as gold coins. The type and quantity of resources vary depending on the object.

[0034] Referring to Figure 3, the wait list 31 will be described. The wait list 31 includes at least a player identifier, an object identifier, a waiting time, and an elapsed time. The player identifier is the identifier of the player to whom the wait list 31 is associated. The maximum number of items in the wait list may differ depending on the player's level, etc. The waiting time is set to a value unique to the object. The elapsed time indicates the time that has elapsed since the object's identifier was added to the wait list 31.

[0035] Processor 15 obtains the elapsed time since adding an object to the waiting list. At this time, processor 15 may measure the elapsed time as the time that has elapsed while the game screen is displayed on display 20, that is, while foreground processing related to the game is being performed. One example of such a state is the logged-in state when the player has logged into the game. In this embodiment, the player waits for the waiting time to elapse while performing quests or other activities other than placing objects (building a town) included in the same game. Therefore, the game can be progressed more efficiently than simply waiting for the waiting time to elapse. For this reason, the player can be encouraged to engage in gameplay other than placing objects.

[0036] Alternatively, processor 15 may measure the elapsed time as the time elapsed while the game screen is not displayed but background processing related to the game is being performed. The game application task is not terminated. In this case, other applications can also be operated.

[0037] Alternatively, the processor 15 may determine the elapsed time based on the time obtained from a timer or the like built into the player terminal 11. The processor 15 obtains the time when an object is added to the wait list 31. The processor 15 also obtains the time obtained sequentially from the timer while the game application is running, or the time when the game application is started from a stopped state. The processor 15 then calculates the elapsed time from the difference between the obtained times. In this case, the elapsed time can be obtained even if there is a period when the player terminal 11 is shut down or the application is stopped. However, even if the elapsed time exceeds the waiting time, the processor 15 does not determine that the elapsed time has reached the waiting time unless the application is started. In this embodiment, the processor 15 does not perform the waiting time elapsed determination process, so the load is smaller compared to the former process. In this embodiment, the processor 15 determines the elapsed time from the difference between the times.

[0038] Furthermore, when the processor 15 determines elapsed time based on the time, it may also calculate the period during which the game is not being played as elapsed time. For example, the processor 15 determines the start and end of the period during which the game is not being played depending on whether the game screen is displayed or whether input has been received from the player. In this embodiment, an automatically generated object can be awarded as a reward for a certain period of time during which the game is not being played.

[0039] Referring to Figure 4, the placement list 32 will be described. The placement list 32 is a list of objects placed on the game field. The placement list 32 has a player identifier, an area, an object identifier, and coordinates. The player identifier is the identifier of the player to whom the placement list 32 is associated. The area is the area (region) of the game field that the player can play. The object identifier is the identifier of the object placed in the area. The coordinates indicate the coordinates of the object placed in the area. The placement list 32 may further include waiting time, parameters, and resources.

[0040] Referring to Figure 5, the storage list 33 will be described. The storage list 33 is a list of objects that are available to the player but are not placed on the game field. The storage list 33 includes at least a player identifier and an object identifier. The storage list 33 may also include wait times, game parameters, abilities, and resources. When an object is selected from the storage list 33 to be placed on the game field, the data for that object is removed from the storage list 33. Conversely, when an object placed on the game field is removed from the game field, the data for that object is added back to the storage list 33.

[0041] Referring to Figure 6, the player management data 34 will be explained. The player management data 34 includes a player identifier, game parameters, and resources for each player. For example, game parameters are parameters associated with the player. Game parameters may include the player's level and the number of residents. Game parameters may also include the maximum number of "friends" (other players with whom the player has a friendly relationship). The maximum number of friends may increase as the player's level increases. In addition, game parameters may include skills, items, health (hit points, stamina), attack power, defense power, combat power, magic power (magic points), experience points, the number of skill points (points consumed when using skills), agility, points, etc.

[0042] Resources are the resources available to the player. These resources serve as payment for creating objects. Resources include, for example, virtual currencies such as gold coins, resource items such as ore, and materials such as wood and stone. Resources may be granted to the player upon completing quests, etc.

[0043] (Game processing) Referring to Figures 7 and 8, the processes that processor 15 can perform will be described. The following steps can be rearranged to the extent that they do not conflict with technical standards.

[0044] For example, in a game, when an object that increases the population is placed in an area, the number of residents associated with the object is added to the population of that area. An increase in population can lead to the creation of new objects or an expansion of the area (territory) where the player can play the game. Furthermore, an increase in population may result in new quests being assigned to the player or the player being rewarded with game media. Game media can be any electronic data used in the game. Electronic data can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the player within the game. For example, items are one type of game media. Other game media include cards, virtual currency, tickets, characters, avatars, and any other media. The uses of game media are not limited to those explicitly stated herein.

[0045] Furthermore, the objects that can be added to the waiting list vary depending on the player's game parameters. For example, as the player's level increases, the variety of objects that can be added to the game field increases. Also, as the player's level increases, the number of objects that can be added to the game field within a given period may increase.

[0046] Referring to Figure 7, the process of a player manually placing objects on the game field is described. The processor 15 receives an object creation command (step S1). Here, the player specifies the objects to add to the waiting list via the input device 21.

[0047] The processor 15 determines whether the number of objects in the wait list 31 is less than the upper limit (step S2). The upper limit is, for example, "3". In the determination in step S2, if the number of objects in the wait list 31 is "2", the processor 15 determines that one generation slot is available.

[0048] If processor 15 determines that the number of objects in the wait list 31 is greater than or equal to the upper limit (step S2: NO), it notifies the player that there are no available generation slots and terminates processing.

[0049] If processor 15 determines that the number of objects being generated simultaneously is less than the upper limit (step S2: YES), it determines that there is an available generation slot and checks whether there are resources available to generate the specified object (step S3). The resources for generating the object are stored in the object data 30. Processor 15 identifies the resources required to generate the object and the resources associated with the player.

[0050] If processor 15 determines that the resources required to create the object are not included in the resources associated with the player (step S3: NO), it terminates processing for the specified object and waits for another object to be specified.

[0051] If processor 15 determines that the resources required to create the object are included in the resources associated with the player (step S3: YES), it proceeds to step S4. The order in which the existence of space to place the object and the determination of the resources required to create the object are determined does not matter.

[0052] The processor 15 determines whether there is space in the area where an object can be placed (step S4). Whether there is space where an object can be placed can be determined by comparing the space required by the object with the placement list 32. The player may also specify the position where the object is placed.

[0053] If processor 15 determines that there is space in the area where an object can be placed (step S4: YES), it creates the object (step S5). Specifically, processor 15 adds the object data to the wait list 31. Processor 15 also obtains the elapsed time since the object was added to the wait list. Then, processor 15 determines whether the elapsed time has reached the waiting time. If processor 15 determines that the elapsed time has reached the waiting time, it considers the object creation to be complete. The object is then ready to be placed on the game field.

[0054] The processor 15 places the completed object in the area (step S6). At this time, the processor 15 stores the identifier of the completed object, along with the area and coordinates, in the placement list 32. The processor 15 also outputs an image of the object placed in the area to the display 20.

[0055] Objects placed in an area can be removed from the area at the player's command. The data of the removed object is stored in the storage list 33. Also, if there is empty space in the area, the player can specify an object stored in the storage list 33 and place it in that space.

[0056] <Automatic object generation process> Referring to Figure 8, the automatic object generation process will be described. The automatic generation process is performed by the processor 15 executing instructions included in the program. This program includes at least program code for selecting objects that can be placed on the game field, program code for automatically adding objects to the wait list 31 in exchange for resources associated with the player when the number of objects in the wait list 31 is less than the upper limit, and program code for removing the identifier of the object that was automatically added to the wait list 31 from the wait list 31 after the waiting time corresponding to the object has elapsed.

[0057] In this embodiment, this process can be executed when the processor 15 is performing game control other than object placement, such as battles or quests. Furthermore, this process is executed as background processing if the game application is not forcibly terminated or stopped. The execution of the automatic generation process may be conditional on the player being logged into the game. Alternatively, the automatic generation process may be performed even if the player is not logged into the game. The processor 15 may also display a modal window or the like on the display 20 to grant permission for the automatic generation process. The processor 15 may perform the automatic generation process only after receiving prior permission from the player.

[0058] Processor 15 determines whether the number of objects in the wait list is less than the upper limit (step S10). If processor 15 determines that the number of objects being generated simultaneously is greater than or equal to the upper limit (step S10: NO), it waits until the waiting time for the objects in the wait list has elapsed and a generation slot becomes available.

[0059] If the processor 15 determines that the number of objects in the wait list is less than the upper limit (step S10: YES), it selects an object (step S11). In this embodiment, the processor 15 selects an object 42 according to a predetermined recommendation list (not shown). That is, the recommendation list has a priority set for the objects 42 to be added to the wait list 31. The processor 15 obtains the priority of the recommendation list and automatically designates the object with the highest priority as a candidate to be added to the wait list 31.

[0060] In the recommendation list, objects not placed in an area or objects whose data is not stored in storage list 33 may be given higher priority. Alternatively, the recommendation list may be given higher priority for raising the level of objects placed in an area or objects whose data is stored in storage list 33.

[0061] Next, processor 15 determines whether there are resources available to generate the candidate object. If processor 15 determines that the resources required to generate the object are not included in the resources associated with the player, it selects the next highest priority object from the recommended list as a candidate. If processor 15 determines that none of the objects can be added to the waiting list 31 using the player's resources, it notifies the player that the object cannot be added to the waiting list 31 via push notification or the like. If processor 15 determines that the resources required to generate the object are included in the resources associated with the player, it proceeds to step S12.

[0062] The processor 15 determines whether there is space to place the selected object (step S12). In this case, if the processor 15 raises the level of an object placed in the area, it determines that there is space to place an object in the area because space has already been secured (step S12: YES). Also, if the processor 15 raises the level of an object whose data is stored in the storage list 33, this step S12 is omitted, and in step S14, described later, the generated object is stored in the storage list 33. If the processor 15 determines that there is no space to place an object in the area (step S12: NO), it terminates the process.

[0063] If the processor 15 determines that there is space in the area where an object can be placed (step S12: YES), it automatically generates the selected object (step S13). At this time, the processor 15 adds the object data to the waiting list 31, similar to step S4. The processor 15 also determines whether the elapsed time since the object data was added to the waiting list 31 has reached the waiting time.

[0064] When processor 15 determines that the elapsed time has reached the waiting time, it determines that the object is complete. As mentioned above, processor 15 determines the elapsed time based on the time. Therefore, even if the game application is forcibly terminated, the time spent in that stopped state is also included in the elapsed time. However, since processor 15 cannot calculate the elapsed time unless the game application is started, there are cases where the object is not determined to be complete even if the elapsed time exceeds the waiting time. Processor 15 removes the identifier of the completed object from the waiting list 31. The completed object is stored in association with the player as a state where it can be used by the player in the game. For example, the state of being available means storing the data in the placement list 32 or storing the data in the storage list 33.

[0065] The processor 15 automatically places the completed object in the area (step S14). At this time, the processor 15 stores the identifier of the completed object, along with the area and coordinates, in the placement list 32. When the processor 15 places the object in the area, it notifies the player via push notification or the like. Alternatively, it notifies the player that the object has been placed in the area on the home screen displayed on the display when the player logs in.

[0066] Processor 15 returns to step S10 after generating one object. The number of objects that processor 15 can automatically generate per unit period (e.g., one day) may be limited. For example, the maximum number of objects that can be automatically generated per day, regardless of waiting time, may be two.

[0067] <Game screen> Refer to Figures 9 to 13 to explain the screens displayed on the display 20 of the player terminal 11.

[0068] Figure 9 shows a portion of the area screen 40, which displays objects placed in the area. The processor 15 displays a character 41 corresponding to the player on the area screen 40. A virtual camera (not shown) is associated with the position of the character 41. The processor 15 renders each object 42 from the viewpoint of the virtual camera. In this example, the relative distance between the player and the virtual camera is set to a constant value. When the player instructs the character 41 to move via the input device 21, the virtual camera also moves in accordance with the movement of the character 41. This allows the player to view the city they have created from the pseudo-point of view of the character 41. The player can progress through the game by developing the city, and also enjoy moving around the city.

[0069] Figure 10 shows a portion of the overhead view 50 when placing objects. The overhead view 50 includes an overhead view of area 51 and a generate button 52. When the player wants to generate an object 42, they operate the generate button 52. In the example in Figure 10, area 51 includes a space where an object 42 can be placed. The processor 15 selects a space 53 from among the spaces where an object 42 can be placed to place the generated object 42.

[0070] Figure 11 shows a portion of the waiting list screen 60, which is displayed when the generate button 52 is operated, etc. The waiting list screen 60 displays the same number of generation slots 61 as the maximum number of objects 42. In the example in Figure 11, three generation slots 61A to 61C are displayed. The objects 42 being generated are displayed in generation slots 61A and 61B. Generation slot 61C, which does not display an object 42, indicates that it is possible to generate an object 42. When the object specified by the player is added to a generation slot 61, the processor 15 starts measuring the elapsed time.

[0071] The generation frames 61A and 61B display a shorten command button 62. When the processor 15 receives an operation on the shorten command button 62, it shortens the waiting time of that object by consuming a resource that can be shortened, such as gold coins or ore.

[0072] Furthermore, processor 15 can provide assistance to other players who have a friendly relationship with the player (hereinafter referred to as "friends"). A friendly relationship is a relationship in which players have registered each other as friends. The player selects a friend to provide assistance to from the friend list (not shown in the diagram). Processor 15 sends a message addressed to that friend to the management server 12. Management server 12 sends the message to the player terminal 11 used by the friend. The friend's player terminal 11 displays a message including the account name of the player who made the assistance request. The friend confirms the message and responds. The friend's player terminal 11 sends a response to the assistance request, including the friend's identifier (e.g., account name). When management server 12 receives a response from the friend's player terminal 11, it sends a request to shorten the waiting time and the account name of the responding friend to the player terminal 11 that sent the message. When player terminal 11 receives the shortening request, it shortens the waiting time of object 42. Additionally, the player terminal 11 displays the account name of the friend who responded.

[0073] As shown in Figure 12, the processor 15 places the object 42, which has been added to the waiting list 31 and whose waiting time has elapsed, into space 53. The processor 15 associates an indicator 42A indicating completion with the newly placed object 42 and displays it. The processor 15 also displays a notification 42B indicating completion on the overview screen 50.

[0074] The processor 15 reflects the effect of placing object 42 in area 51 in the game parameters of the player management data 34. For example, the number of residents associated with object 42 is added to the number of residents in the game parameters. Also, if object 42 is a building capable of manufacturing equipment, it is possible to give the equipment to the player based on the player's instructions, etc.

[0075] Figure 13 shows the storage screen 70. The storage screen 70 displays objects 42 that have been completed by the player but have not been placed on the game field. When there is space in area 51 to place an object 42, the processor 15 accepts the selection operation for the object 42 and displays the object in that space.

[0076] While the automatic generation of object 42 is in progress, the overview screen 50, the waiting list screen 60, and the storage screen 70 are not displayed unless the player opens those screens, but the addition to the waiting list 31 and the placement of object 42 are performed automatically. Furthermore, the processor 15 displays notifications 42B, such as the one shown in Figure 12, on the display 20 via push notifications or messages from the game's official account in an SNS (Social Networking Service) application, even without the player opening the overview screen 50, etc. As a result, the area develops and game parameters are improved without the player having to select or place objects 42 on the game field. Therefore, for example, the area develops and game parameters improve while the player is playing other games.

[0077] The effects of the first embodiment will be described. (1-1) According to the first embodiment, if the number of objects 42 included in the wait list 31 is less than the upper limit, the processor 15 adds the data of the objects 42 to the wait list 31 and places the objects 42 on the game field after a waiting period. This makes it possible to efficiently advance the game in games where it takes time to acquire the objects 42.

[0078] (1-2) When the processor 15 selects an object 42 to add to the wait list 31, it selects the object 42 according to the priority of a predetermined recommended list. This allows the game to proceed smoothly.

[0079] (1-3) The processor 15 determines whether or not there is a space for the completed object 42 in the game field, and if it determines that there is a space for the object 42, it automatically places the object 42. By automatically placing the object 42 in this way, games that take time to acquire the object 42 can be played efficiently.

[0080] (1-4) The processor 15 identifies the resources associated with the player and identifies an object 42 that can be added to the wait list 31 using at least a portion of the identified resources. This eliminates the need to request the player to perform an operation to utilize the resources each time an object 42 is added to the wait list 31. Therefore, games that take time to acquire object 42 can be played efficiently.

[0081] <Second Embodiment> The following describes a second embodiment of the information processing system, information processing method, and program.

[0082] In the second embodiment, a priority list of objects automatically generated by the player is created in advance. The processor 15 stores the priority list in the memory device 16. Hereinafter, parts the same as in the first embodiment are denoted by the same reference numerals and their detailed descriptions are omitted.

[0083] In the second embodiment, similar to the first embodiment, the parameters associated with object 42 are added to the player's game parameters after a waiting period. If there are multiple objects 42 that can be added to the waiting list 31, the processor 15 compares the amount of change in the game parameters when each object 42 is acquired and automatically adds the object 42 with the largest change in game parameters to the waiting list 31.

[0084] Figure 14 shows the priority list 80. The priority list 80 is a set of conditions set by the player for objects to be automatically generated. The priority list 80 includes the player identifier and the priority conditions. The priority conditions indicate which effect to prioritize among the effects that result from placing the object 42 on the game field. For example, priority conditions may include improvements to the player's game parameters or the object's parameters, or the generation of items. In the example in Figure 14, the priority list 80 includes "increase in the number of residents" as the highest priority condition, and "improvement in the defense power" of the equipment as the next highest priority condition. The priority conditions may also be other conditions as long as they are effects that result from the placement of the object.

[0085] Figure 15 shows the specific procedure for selecting the object shown in Figure 8 (step S11). Processor 15 obtains the preference list 80 (step S110). Processor 15 identifies the generation candidates according to the preference list 80 (step S111).

[0086] As shown in Figure 16, the processor 15 first identifies objects 42 that meet the condition of having the highest priority. For example, the processor 15 extracts multiple objects 42 that have the effect of "increasing the number of residents". Furthermore, the processor 15 selects the object with the highest parameter change among the identified objects 42 as the first candidate. For example, between an object 42 that has the effect of "increasing the number of residents by 20" and an object 42 that has the effect of "increasing the number of residents by 50", the processor 15 selects the latter. The processor 15 may also select objects with a large parameter change as candidates not only when a larger parameter is advantageous to the game, but also when a smaller parameter is advantageous to the game.

[0087] As shown in Figure 15, the processor 15 determines whether or not there are resources to generate the candidate object 42 (step S112). The processing in this step is the same as in step S3. If the processor 15 determines that there are resources to generate the candidate object 42 (step S112: YES), it selects the candidate object 42 and terminates the process. The processor 15 then automatically generates the selected object 42. Then, as shown in Figure 16, the processor 15 places the generated object 42 in area 51. As a result, "50 people" associated with object 42 is added to the player's game parameter, "number of residents".

[0088] On the other hand, if the processor 15 determines that there are no resources to generate the candidate object 42 (step S112: NO), it selects the next most effective object 42 among the objects 42 that meet the priority "1st" condition as the candidate for generation (step S111). In this way, it determines whether there are resources for the objects 42 that meet the priority "1st" condition. If there are insufficient resources for all objects 42 that meet the priority "1st" condition, the processor 15 identifies all objects 42 that meet the priority "2nd" condition. Then, the processor 15 selects the object 42 with the highest parameter change among the identified objects 42 as the candidate for generation. If no parameters are associated with an object 42, the processor 15 may select the most effective object 42.

[0089] As shown in Figure 16, the processor 15 determines the availability of resources for all objects 42 that meet the condition of having a priority of "2nd place" (step S112). In this way, the processor 15 selects the objects 42 that satisfy the condition, starting with the highest priority.

[0090] According to the second embodiment, in addition to the effects described in (1-1) to (1-4) above, the following effects can be obtained. (2-1) If the number of objects 42 in the waiting list 31 is less than the upper limit, the processor 15 automatically adds objects 42 to the waiting list 31 according to the priority of the priority list 80 set by the player. This allows the game to proceed efficiently while reflecting the player's intentions.

[0091] (2-2) If the processor 15 determines that there are multiple objects 42 that can be added to the wait list 31, it compares the amount of change in the game parameters when each object 42 is placed and automatically generates the object with the largest amount of change in the game parameters. This makes it possible to increase the rate of increase in parameters.

[0092] Each of the above embodiments can be implemented with the following modifications. The above embodiments and the following modifications can be combined with each other to the extent that they do not contradict each other technically. (Change in waiting time) The processor 15 may automatically reduce the waiting time if the conditions for reducing the waiting time are met. Specifically, if the number of objects 42 included in the waiting list 31 is less than the upper limit, the processor 15 identifies the resources associated with the player. Then, if the processor 15 determines that the identified resources include resources that can reduce the waiting time, such as "ore", it reduces the waiting time when the object 42 is automatically added to the waiting list 31.

[0093] As shown in Figure 17, the processor 15 may be configured to automatically provide assistance from friends. When the processor 15 adds the data of object 42 to the waiting list 31, it determines whether assistance is possible (step S20). At this time, the processor 15 determines whether a friend is registered in the friends list, and if a friend is registered, it determines that assistance is possible. Some of the objects 42 may have extremely short waiting times, such as "1 second". For this reason, the processor 15 determines that assistance is possible if the waiting time is longer than a predetermined time. The predetermined time is set to be longer than the average time from the request for assistance to the receipt of a response.

[0094] Furthermore, the time that can be shortened by rescue is set to a predetermined time per friend. The predetermined time is, for example, "10 minutes". If processor 15 receives responses from 6 friends, it shortens the waiting time when adding object 42 to the waiting list 31 by 6 times the shortened time, which is "60 minutes". On the other hand, processor 15 may send rescue requests so that the total shortened time does not exceed the waiting time. For example, if the waiting time of an object is "50 minutes", it may send rescue requests to 5 friends so that the total shortened time does not exceed the waiting time, assuming that responses have been received from all friends to whom rescue requests were sent. Alternatively, if the total shortened time exceeds the waiting time, processor 15 may accept responses so that the waiting time does not exceed the waiting time. If the waiting time of an object is "50 minutes", processor 15 may treat it as if it had received responses from 5 friends, even if it has received responses from 6 friends, and set the waiting time to "0 minutes".

[0095] If processor 15 determines that rescue is impossible (step S20: NO), it terminates processing. If processor 15 determines that rescue is possible (step S20: YES), it automatically sends a rescue request message to at least one friend included in the friend list (step S21). If there are multiple friends in the friend list, processor 15 may select the friend with the most responses to rescue requests, or select all friends who have responded a predetermined number of times or more. Alternatively, processor 15 may select the friend with the shortest time from receiving the rescue request to responding. Alternatively, processor 15 may select the friend with the highest level, or all friends whose level is above a predetermined level.

[0096] Then, processor 15 determines whether or not it has received a response to the distress request (step S22). If it has not received a message responding to the distress request (step S22: NO), it determines whether or not the waiting time has ended without receiving a response (step S24). If processor 15 determines that the waiting time has ended without receiving a response (step S24: YES), it terminates processing; if it determines that the waiting time has not ended (step S24: NO), it returns to step S22.

[0097] If processor 15 determines that it has received a message in response to a rescue request (step S22: NO), it reduces the waiting time (step S23). This allows the player to progress through the game more efficiently by securing resources or friends who can provide assistance. Processor 15 may send a message to a friend only when it lacks the resources to generate object 42. Alternatively, processor 15 may send a message to a friend each time object 42 is generated. Processor 15 may also reward friends who respond to rescue requests.

[0098] Alternatively, the processor 15 may send messages to other players randomly selected, in addition to friends. In this case, the processor 15 may send messages anonymously to other players, i.e., without displaying the account name of the sending player. The processor 15 may also send replies to the player's player terminal 11 without displaying the account names of other players who responded to the rescue.

[0099] If the processor 15 determines that it cannot add any of the objects 42 to the wait list 31 due to insufficient resources, it may automatically add the objects 42 to the wait list 31 by increasing the waiting time. For example, if a given object 42 cannot be added to the wait list 31 due to insufficient resources, and the waiting time for that object 42 is "60 minutes", the waiting time may be doubled to "120 minutes".

[0100] (Automatic storage to the storage list) In the above embodiment, the processor 15 does not automatically generate an object 42 if it determines that there is no space in area 51 where the object 42 can be placed. Alternatively, the processor 15 may automatically generate an object 42 without determining whether there is a space where the object 42 can be placed. If there is no space in area 51 where the generated object 42 can be placed, the processor 15 may store the data of that object in the storage list 33. As a result, the generated object is not placed in area 51 but is stored associated with the player as something owned by the player in the game. This allows for the generation of a large number of objects 42. At this time, the processor 15 may notify the player that an object has been added to the storage list 33, for example, on the home screen.

[0101] (Setting the available resources) The processor 15 may pre-set the amount of resources used in the automatic generation process. The player inputs the resources associated with the player that can be consumed in the automatic generation process into the player terminal 11. For example, if the player is associated with "100 gold coins" and "10 stone materials," the player may set "20 gold coins" and "2 stone materials" as the upper limit of resources that can be consumed in the automatic generation process. The processor 15 stores the upper limit of consumption in the memory device 16. Then, when the processor 15 selects an object 42 in step S11, it selects an object 42 that can be generated with resources less than or equal to the upper limit of consumption. This prevents the player from having all of their resources consumed by the automatic generation process without their knowledge.

[0102] (Selecting objects) In the first embodiment, objects to be added to the wait list 31 were identified based on the recommended list. In the second embodiment, objects to be added to the wait list 31 were identified based on the priority list 80 set by the player. Alternatively, or in addition to the above, the processor 15 may, if the number of objects included in the wait list 31 is less than the upper limit, first identify the resources associated with the player, use at least some of the identified resources to identify objects that can be added to the wait list 31, and automatically add the identified objects to the wait list 31. In this case, if there are multiple objects 42 that can be added to the wait list 31, the objects 42 may be added to the wait list 31 based on conditions such as shortest wait time, longest wait time, etc., or using the recommended list or priority list.

[0103] In the above embodiment, the processor 15 automatically generated the objects 42 to be placed in one area 51 by adding them to the wait list 31. Alternatively, or in addition to this, the processor 15 may add objects 42 that can be placed in different areas 51 to the wait list 31.

[0104] (Resources from other applications) The processor 15 may associate a second resource from another application with the first resource, which is the resource required to generate object 42. For example, it may associate a resource such as player parameters from a game different from the game described above or from an application other than a game. If the first resource is insufficient when automatically generating object 42, the processor 15 will automatically add object 42 to the waiting list 31 in exchange for the second resource associated with the player. The second resource may be virtual currency or points used in other games. Alternatively, the second resource may be currency or points used by the player in the real world, or behavioral information such as the number of steps the player has walked in the real world.

[0105] (Automatic object placement) If the processor 15 determines that there is no space to place the automatically generated object 42 (step S12: NO), it may remove any objects 42 placed in area 51 that have a lower effect than the automatically generated object 42, and place the automatically generated object 42 in the empty space. In this case, the processor 15 compares the effects of those objects 42 using a common parameter (e.g., number of residents). For example, the processor 15 may remove a "tree" object 42 that is not associated with the number of residents from area 51 and place a "house" object 42 in area 51.

[0106] (Waiting time between manual and automatic object generation) Processor 15 may make the waiting time when generating an object based on player instructions shorter than the waiting time when generating an object automatically, even when generating the same object. This increases the incentive for players to play the game, allowing for more efficient game progression while increasing player login frequency.

[0107] (game) · In each of the above embodiments, the information processing system 10 and the like have been described as providing a game that generates objects of stationary objects (fixed objects) such as buildings and develops a town. However, the game may be other than this. The processor 15 may generate objects other than buildings. For example, the processor 15 may be a game that grows moving objects (or moving bodies). The moving objects are animals such as fish, characters, etc. The moving objects may not be operable by the player. In this case, the processor 15 adds the moving object to the waiting list 31. When the waiting time elapses, the processor 15 releases the moving object into the game field. The moving object moves within the game field. The player may obtain a reward by capturing the moving object. In the area where the moving object can move, instead of the "number of residents" in the above embodiment, the maximum number of moving objects or the like may be set. When the number of moving objects reaches the maximum number, the total value of the levels of the moving objects reaches a predetermined level, or the level of a specific moving object among the moving objects reaches the maximum level, a new area may be released.

[0108] Also, the processor 15 may be a game that generates items. In this case, the processor 15 adds the item to the waiting list 31. When the waiting time elapses, the processor 15 makes the item wearable by the character. The player equips the character with the item and conducts battles or the like. Also, for example, the processor 15 may add a character operable by the player to the waiting list 31. When the waiting time elapses, the processor 15 enables the game to be played using the character. The types of games may be role-playing games, shooting games, action games, racing games, fighting games, breeding simulation games, love simulation games, puzzle games, card games, sports games, rhythm games, etc.

[0109] In the above embodiment, the information processing system 10 was described as a system that provides a game played by a single player. Alternatively, the information processing system 10 may be used to provide a multiplayer game in which multiple players participate online, such as an MORPG (Multiplayer Online Role Playing Game).

[0110] (Player terminal) The player terminal 11 may be a smartphone (multifunction telephone), a tablet device, a personal computer, a console game machine, a wearable computer, or any other information processing device. A wearable computer may be, for example, a head-mounted display worn on the player's head, or a pair of glasses-type wearable devices. The player terminal 11 may be a standalone device, or a set of multiple devices connected to each other so that they can send and receive various types of data. The player terminal 11 may be a device on which a native or hybrid application for running the game is installed (implemented), or a device that runs the game while sending and receiving data with the management server 12 using a web browser.

[0111] The player terminal 11 may display the game screen using an independent web browser stored in the memory device 16. The player terminal 11 receives web data from the management server 12 that is written in a markup language such as HTML (Hyper Text Markup Language) and uses CSS (Cascading Style Sheets), JavaScript (registered trademark), etc. The web browser program launched on the player terminal 11 renders the virtual space using JavaScript (registered trademark) that runs on the browser. Alternatively, the player terminal 11 may have an application installed that includes an in-app browser.

[0112] In browser rendering methods, at least one of the following known methods can be used to generate files for displaying the virtual space screen through rendering: static server-side rendering, server-side rendering, client-side rendering, prerendering (CSR with Prerendering), and hydration rendering (SSR with (Re)Hydration). Rendering, as used here, refers to interpreting data written in a markup language or the like and calculating the placement of image elements and text to be displayed on the virtual space screen.

[0113] (Management Server) In each of the above embodiments, the player terminal 11 automatically generates the object 42. Alternatively, the management server 12 may automatically generate the object 42. The management server 12 selects objects that can be placed on the game field and automatically adds the objects to a waiting list. If the number of objects in the waiting list is less than the upper limit, it adds the objects in exchange for resources associated with the player and stores the identifiers of the objects added to the waiting list, associating them with the player after the waiting time has elapsed. Alternatively, the management server 12 may perform at least some of these processes. The management server 12 may also manage the object data 30. The management server 12 may also manage a waiting list 31, a placement list 32, a storage list 33, and player management data 34 for each player.

[0114] The management server 12 may be a single server device equipped with multiple virtual servers, or it may be a set of multiple physical servers. (Hardware configuration) Each function disclosed herein may be implemented using circuits that may include general-purpose processors, special-purpose processors, integrated circuits, ASICs (Application Specific Integrated Circuits), other conventional circuits, and / or combinations thereof, configured or programmed to perform the disclosed function. Processor 15 executes readable instructions. Processor 15 is a processing circuit or circuit, as it includes transistors and other circuits. Processor 15 may be a programmed processor that executes a program stored in memory. In this disclosure, a unit or means such as a processing circuit is hardware that performs or is programmed to perform the referred function. Hardware may be any hardware disclosed herein or otherwise known that is programmed or configured to perform the referred function.

[0115] Furthermore, the processor 15 is not limited by the form of the memory device 16, which is a computer-readable medium on which process instructions are stored. For example, the memory device 16 on which instructions are stored may be a CD, DVD, FLASH memory of an information processing device with which the processing circuit 100 communicates, RAM, ROM, PROM, EPROM, EEPROM, hard disk, or other non-temporary computer-readable medium. Also, the process may be stored in network-based storage, cloud-based storage, or other mobile-accessible storage and executable by the processing circuit.

[0116] Furthermore, the descriptions or blocks in the flowcharts disclosed herein can be understood as representing modules, segments, or portions of code containing one or more executable instructions for implementing a particular logical function or step in a process. Additionally, the descriptions or blocks in the flowcharts disclosed herein may allow two or more functions or steps to be executed in an order different from that shown in the illustrations or specification, such as substantially simultaneously or in reverse order.

[0117] Hardware elements for realizing a processing circuit can be implemented by various circuit elements. Furthermore, each function disclosed herein may be implemented by a circuit comprising one or more processing circuits.

[0118] Network 13 may be a public network such as the Internet, a private network such as a local area network (LAN) or wide area network (WAN), or any combination thereof, and may also include a public switched telephone network (PSTN), an integrated services digital network (ISDN, registered trademark), or a subnetwork. Network 13 may also be a wired network such as an Ethernet® network or a Universal Serial Bus (USB) cable, or a wireless network such as a cellular network including 3G, 4G, and 5G wireless cellular systems. Furthermore, the wireless network may be Wi-Fi®, wireless LAN, Bluetooth®, or other known wireless communication methods. In addition, the network controller for connecting to the network may comply with other direct communication standards such as Bluetooth®, near-field communication (NFC), or infrared.

[0119] The controls operated by the player's hands may incorporate various known sensors, such as acceleration sensors and inertial measurement units (IMUs) like gyroscopes. In another example, the input device 21 may be a tracking device that identifies the player's hand movements, eye movements, head movements, and gaze direction.

[0120] Next, the technical concepts that can be understood from the above embodiments and alternative examples are described below. [A1] At least one memory for storing multiple instructions, The system comprises at least one processor that executes the aforementioned instructions, The at least one processor, Select an object that can be placed on the game field, If the number of objects included in the waiting list is less than the upper limit, the objects will be automatically added to the waiting list in exchange for resources associated with the player. An information processing system that performs the following actions: removes the identifier of the object that was automatically added to the aforementioned waiting list from the aforementioned waiting list after the waiting time corresponding to the object has elapsed.

[0121] [A2] The object has an associated priority for being added to the wait list, The information processing system according to [A1], which, if the number of objects included in the waiting list is less than the upper limit, obtains the priority and automatically adds the object with the higher priority to the waiting list.

[0122] [A3] The object is placed in a predetermined position on the game field, Determine whether the space for placing the object is located within the game field. The information processing system according to [A1] or [A2], which, when it is determined that there is space to place the object, automatically places the object after the waiting time has elapsed.

[0123] [A4] If the number of objects included in the waiting list is less than the upper limit, the information processing system according to any one of [A1] to [A3] obtains the priority of the objects set by the player and automatically adds the object with the higher priority to the waiting list.

[0124] [A5] The object has parameters associated with it, The aforementioned parameters are added to the player's game parameters after the aforementioned waiting time has elapsed. If there are multiple objects that can be added to the waiting list, the information processing system according to any one of items [A1] to [A4] compares the amount of change in the game parameters when each object is acquired, and automatically adds the object with the largest amount of change in the game parameters to the waiting list.

[0125] [A6] The object is placed in a predetermined position on the game field, Determine whether the space for placing the object is located within the game field. If it is determined that there is no space to place the object, the information processing system according to any one of items [A1] to [A5] adds the object to the player's storage list.

[0126] [A7] An information processing system according to any one of [A1] to [A6], wherein if the number of objects included in the waiting list is less than the upper limit, the system identifies the resources associated with the player, and if it is determined that the identified resources include a resource that can shorten the waiting time, the system shortens the waiting time when the object is added to the waiting list.

[0127] [A8] An information processing system according to any one of [A1] to [A7], wherein if the number of objects included in the waiting list is less than the upper limit, a message is automatically sent to other players, and if the other players respond to the message, the waiting time when adding the objects to the waiting list is reduced.

[0128] [A9] If it is determined that none of the aforementioned objects can be added to the waiting list due to a shortage of the aforementioned resources, the information processing system according to any one of [A1] to [A8] notifies the player that the objects cannot be added to the waiting list.

[0129] [A10] The resource used to add the object to the wait list is different depending on the object, as described in any one of [A1] to [A9] of the information processing system.

[0130] [A11] If it is determined that none of the aforementioned objects can be added to the waiting list due to a shortage of the aforementioned resources, the waiting time is increased and the objects are automatically added to the waiting list, as described in any one of [A1] to [A10].

[0131] [A12] Associate the first resource, which is the aforementioned resource, with the second resource in another application. An information processing system according to any one of [A1] to [A11], which, if the first resource is insufficient, automatically adds the object to the waiting list in exchange for the second resource associated with the player.

[0132] [A13] An information processing system according to any one of [A1] to [A12] that notifies the player when the identifier of the object that has been automatically added to the waiting list is stored in association with the player after the waiting time corresponding to the object has elapsed. [Explanation of Symbols]

[0133] 10… Information Processing Systems 11…Player terminal 12…Management Server

Claims

1. At least one memory for storing multiple instructions, The system comprises at least one processor that executes the aforementioned instructions, The at least one processor, Select an object that can be placed on the game field, If the number of objects included in the waiting list is less than the upper limit, the objects will be automatically added to the waiting list in exchange for resources associated with the player. An information processing system that performs the following actions: removes the identifier of the object that was automatically added to the aforementioned waiting list from the aforementioned waiting list after the waiting time corresponding to the object has elapsed.

2. The aforementioned object has an associated priority for being added to the wait list. The information processing system according to claim 1, wherein if the number of objects included in the waiting list is less than the upper limit, the priority is obtained and the object with the higher priority is automatically added to the waiting list.

3. The object is placed in a predetermined position on the game field, Determine whether the space for placing the object is located within the game field. The information processing system according to claim 1, which, when it is determined that there is space to place the object, automatically places the object after the waiting time has elapsed.

4. The information processing system according to claim 1, wherein if the number of objects included in the waiting list is less than the upper limit, the system obtains the priority of the objects set by the player and automatically adds the objects with the higher priority to the waiting list.

5. The aforementioned object has parameters associated with it, The aforementioned parameters are added to the player's game parameters after the aforementioned waiting time has elapsed. The information processing system according to claim 1, wherein if there are multiple objects that can be added to the waiting list, the amount of change in the game parameters when each object is acquired is compared, and the object with the largest amount of change in the game parameters is automatically added to the waiting list.

6. The object is placed in a predetermined position on the game field, Determine whether the space for placing the object is located within the game field. The information processing system according to claim 1, which, if it is determined that there is no space to place the object, adds the object to the player's storage list.

7. The information processing system according to claim 1, wherein if the number of objects included in the waiting list is less than the upper limit, the system identifies the resources associated with the player, and if it is determined that the identified resources include a resource that can shorten the waiting time, the system shortens the waiting time when the object is added to the waiting list.

8. The information processing system according to claim 1, wherein if the number of objects included in the waiting list is less than the upper limit, a message is automatically sent to other players, and if the other players respond to the message, the waiting time when adding the objects to the waiting list is reduced.

9. The information processing system according to claim 1, which determines that none of the aforementioned objects can be added to the waiting list due to a shortage of the aforementioned resources, and notifies the player that the objects cannot be added to the waiting list.

10. The information processing system according to claim 1, wherein the resource used to add the object to the waiting list varies depending on the object.

11. The information processing system according to claim 1, which, if it is determined that none of the aforementioned objects can be added to the waiting list due to a shortage of the aforementioned resources, increases the waiting time and automatically adds the objects to the waiting list.

12. The first resource, which is the aforementioned resource, is associated with the second resource in another application. The information processing system according to claim 1, wherein if the first resource is insufficient, the system automatically adds the object to the waiting list in exchange for the second resource associated with the player.

13. The information processing system according to claim 1, which notifies the player when the identifier of the object that was automatically added to the waiting list is removed from the waiting list after the waiting time corresponding to the object has elapsed.

14. A method that is executed by at least one processor, Select an object that can be placed on the game field, If the number of objects included in the waiting list is less than the upper limit, the objects will be automatically added to the waiting list in exchange for resources associated with the player. An information processing method comprising: removing the identifier of the object that was automatically added to the waiting list from the waiting list after the waiting time corresponding to the object has elapsed.

15. By being executed by at least one processor, Select an object that can be placed on the game field, If the number of objects included in the waiting list is less than the upper limit, the objects will be automatically added to the waiting list in exchange for resources associated with the player. A program that includes an instruction to remove the identifier of the object that was automatically added to the aforementioned wait list from the aforementioned wait list after the waiting time corresponding to the object has elapsed.

Citation Information

Patent Citations

  • Game program

    JP2017000232A

  • Game server and game program

    JP2017006618A

  • Program and computer

    JP2017113306A

  • Information processing device and game program

    JP2018102952A

  • Program, method, and information terminal device

    JP2022103247A