Programs, information processing systems
The system uses generative AI to create personalized game objects, addressing the lack of novelty in existing game systems and enhancing gameplay interest through unique content generation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2024-10-16
- Publication Date
- 2026-04-28
AI Technical Summary
Existing game systems lack novelty in objects that players can refer to, leading to a lack of interestingness in gameplay.
A program and system that utilizes generative AI models to generate unique objects for players based on usage information, allowing users to create and use personalized game elements.
Enhances gameplay interest by providing unique and personalized game objects, improving player engagement and variety.
Smart Images

Figure 2026070576000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an information processing system.
Background Art
[0002] Conventionally, a game system in which a plurality of players play against each other using a deck composed of a plurality of objects is known (for example, Patent Document 1). The game system disclosed in Patent Document 1 is configured such that a certain player can refer to a deck compiled by another player different from the certain player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the prior art, the objects that a player can refer to are objects prepared in advance in the system. Therefore, even if a player can refer to the objects of another player, there is no novelty in the objects themselves, and there is room for improving the interestingness.
Means for Solving the Problems
[0005] A program according to one aspect of this disclosure comprises a computer, a service provision unit that provides a service, a first generation unit that causes a generation model to generate a first object based on first usage information corresponding to the usage status of the service by a first user, a second generation unit that causes a generation model to generate a second object that can be used by the second user in the service based on second usage information corresponding to the usage status of the service by a second user, and a usage unit that makes the second object available for use by the first user in the service. To make it function as such. [Effects of the Invention]
[0006] According to this disclosure, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a diagram illustrating the overview of the information processing system. [Figure 2] Figure 2 shows an example of the hardware configuration of the terminal shown in Figure 1. [Figure 3] Figure 3 shows an example of the server hardware configuration shown in Figure 1. [Figure 4] Figure 4 shows an example of the module configuration of the terminal shown in Figure 1. [Figure 5] Figure 5 shows an example of the module configuration of the first server shown in Figure 1. [Figure 6] Figure 6 shows an example of the module configuration of the second server shown in Figure 1. [Figure 7] Figure 7 shows an example of the game flow provided by the information processing system shown in Figure 1. [Figure 8] Figure 8 shows an example of the data structure of card data stored in the memory of the first server. [Figure 9] Figure 9 shows an example of the data structure of the behavior log data stored in the memory of the first server. [Figure 10]FIG. 10 is a diagram showing an example of a card generation procedure. [Figure 11] FIG. 11 is a diagram showing an example of a first prompt, a second prompt, and a third prompt. [Figure 12] FIG. 12 is a diagram showing an example of a process flow for executing a battle event. [Figure 13] FIG. 13 is a diagram showing an example of a process flow for executing a selection event. [Figure 14] FIG. 14 is a diagram showing an example of a process flow for executing a card acquisition event. [Figure 15] FIG. 15 is a diagram showing an example of a process flow for executing a generation event. [Figure 16] FIG. 16 is a diagram showing an example of a process flow for executing a generation event. [Figure 17] FIG. 17 is a diagram showing an example of a battle event screen and a card acquisition event screen displayed on the terminal shown in FIG. 2. [Figure 18] FIG. 18 is a diagram showing an example of a selection event screen displayed on the terminal shown in FIG. 2. [Figure 19] FIG. 19 is a diagram showing an example of a generation event screen displayed on the terminal shown in FIG. 2. [Figure 20] FIG. 20 is a diagram showing an example of a generation event screen displayed on the terminal shown in FIG. 2. [Figure 21] FIG. 21 is a diagram showing an example of image data generated by an image generation model. [Figure 22] FIG. 22 is a diagram showing an example of the data structure of item data stored in the memory of the first server for the second embodiment. [Figure 23] FIG. 23 is a diagram showing an example of a process flow for executing a provision lottery for the second embodiment. [Figure 24] FIG. 24 is a diagram showing an example of a provision lottery result screen displayed on the terminal shown in FIG. 2 for the second embodiment. [Figure 25]FIG. 25 is a diagram showing an example of the data structure of an image data group stored in the memory of the first server for the third embodiment. [Figure 26] FIG. 26 is a diagram showing an example of the flow of processing for executing a generation event for the third embodiment. [Figure 27] FIG. 27 is a diagram showing an example of the flow of processing for adding image data for the third embodiment.
Embodiments for Carrying Out the Invention
[0008] Hereinafter, an embodiment of an information processing system and a program according to the present disclosure will be described. [First Embodiment] [Overview of Information Processing System] As shown in FIG. 1, the information processing system 10 includes a network 11, one or more terminals 20, and one or more servers 30. The one or more terminals 20 are configured to be able to communicate with the server 30 via the network 11. As an example, the server 30 may include a first server 30a and a second server 30b. The one or more terminals 20 are an example of a computer (information processing device). The one or more servers 30 are an example of a computer (information processing device).
[0009] As an example, the information processing system 10 is configured as a game system that provides a game, which is an example of a service, to the user 12 of the one or more terminals 20. In the following description, when simply referred to as "game", it means the game provided by the information processing system 10. The one or more terminals 20 and the one or more servers 30 cooperate to provide a function for playing a game (hereinafter referred to as a game function) to the user 12. The user 12 who operates each of the terminals 20 is a player of the game. The plurality of users 12 includes a first user 12a and a second user 12b.
[0010] For example, the first server 30a provides an execution environment for various events included in the game. For example, the second server 30b provides an execution environment for generative AI, a type of AI (Artificial Intelligence). For example, the second server 30b includes a generative model. The generative model is configured to generate new data such as text data, image data, and audio data based on input data. The generative model is preferably a large-scale model trained on a vast training dataset, but it may also be a small-scale model with the training dataset narrowed down to a specific field. For example, the second server 30b may include an image generation model M1 that generates image data and a language generation model M2 that generates text data (see Figure 6). In the following description, when simply referred to as image data, it means an image represented in pixel space, which is an RGB image that can be displayed on a terminal 20 or the like.
[0011] As an example, the data input to a generative model is a so-called prompt 60 (see Figure 11). A prompt 60 is text data input to a generative model when it is made to generate data. A prompt 60 may include text indicating questions, commands, and conditions. The language in which the text is written may be Japanese, English, German, French, or any other language. Details of each generative model M1, M2, and prompt 60 will be described later.
[0012] <Network> For example, network 11 consists of the Internet and a mobile communication system including wireless base stations. For example, the mobile communication system can be implemented as a wireless network that can connect to the Internet via 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), or access points.
[0013] <Terminal Hardware Configuration> For example, each terminal 20 is a smartphone. Each terminal 20 may also be a mobile device such as a feature phone, PDA (Personal Digital Assistant), smart glasses, AR glasses, wearable device, or tablet computer. Each terminal 20 may also be a fixed terminal such as a personal computer or workstation.
[0014] As shown in Figure 2, the terminal 20 comprises a processor 21 and memory 22. The terminal 20 may also be equipped with various interfaces (hereinafter referred to as IFs), such as a communication IF 23 and an input / output IF 24. The terminal 20 may also be equipped with a microphone 25, a speaker 26, a display device 27, and a touch panel 28. As an example, the display device 27 and the touch panel 28 constitute a touchscreen that also functions as an input device. Each component of the terminal 20 can communicate with each other by being connected to a communication bus.
[0015] The processor 21 executes a series of instructions contained in the program stored in memory 22 in response to signals given to terminal 20, or in response to predetermined conditions being met. For example, the processor 21 can be implemented as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), MPU (Micro Processor Unit), FPGA (Field-Programmable Gate Array), or other arithmetic unit.
[0016] Memory 22 stores programs and data. Memory 22 may be either volatile memory for temporarily storing data, etc., or non-volatile memory for permanently storing data, etc., or it may be a combination of both. For example, volatile memory can be implemented as RAM (Random Access Memory) or other devices. For example, non-volatile memory can be implemented as ROM (Read-Only Memory), a hard disk drive, flash memory, a magnetic tape drive, or other devices. Memory 22 may also be implemented as a removable device, such as a memory card.
[0017] For example, memory 22 stores a game program and a communication program. For example, the game program implements game functions. The game program provides an environment for user 12 to play the game. The game program implements functions for executing events within the game. In the following description, when simply referred to as "event," it means an event executed within the game. The communication program implements functions for communicating with other computers. For example, the other computer is server 30. Memory 22 may also store an operating system, a simulation program, a user authentication program, and other programs.
[0018] For example, the data stored in memory 22 may include data for defining the virtual space, data defining various objects, and user data. The data for defining the virtual space may include field data. Various objects may include characters, equipment items, consumable items, and objects that make up screens for various games. As an example, user data may include user ID, username, gender, age, and address. User data may include in-game virtual currency, in-game items, and various rewards owned by user 12.
[0019] The communication interface 23 is connected to network 11. The communication interface 23 communicates with other computers connected to network 11. For example, the communication interface 23 can be implemented as a LAN (Local Area Network) or another wired communication interface. For example, the communication interface 23 can be implemented as Wi-Fi®, Bluetooth®, NFC (Near Field Communication), or another wireless communication interface. The communication interface 23 is not limited to those described above.
[0020] Input / Output IF24 communicates with external input devices (not shown). For example, Input / Output IF24 can be implemented as USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark, High-Definition Multimedia Interface), or other wired communication interfaces. For example, Input / Output IF24 can be implemented as Bluetooth (Registered Trademark), or other wireless communication interfaces.
[0021] For example, the input device is a controller. The controller has one or more operating components. For example, one or more operating components may include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits output values to the terminal 20 based on the user 12's operation on the operating components. For example, the controller may include motion sensors such as an accelerometer and an angular velocity sensor. The controller may be configured to transmit output values from the motion sensors to the terminal 20. The controller may be attachable to and detachable from the terminal 20.
[0022] The input device is not limited to those described above. For example, the input device may be a camera. The camera may be configured to transmit images of user 12 to terminal 20. For example, the input device may be a distance measuring sensor. The distance measuring sensor may be configured to transmit output values to terminal 20 based on the detection of user 12's hand or a marker, etc.
[0023] The microphone 25 converts the user's utterances into audio signals (electrical signals) and sends them to the processor 21. The speaker 26 converts the audio signals back into sound and outputs it to the user 12. In addition to the speaker 26, the terminal 20 may also be equipped with earphones or an earphone jack for connecting earphones.
[0024] The display device 27 can be implemented as a transmissive or opaque display device. For example, the display device 27 can be implemented as a liquid crystal panel, an organic EL (Electro-Luminescence) panel, or other device. The display device 27 displays various images. The images displayed on the display device 27 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The display device 27 is not limited to those described above. For example, the display device 27 may be a 3D monitor including a sub-monitor for displaying an image for the left eye and a sub-monitor for displaying an image for the right eye.
[0025] The touch panel 28 transmits output values to the processor 21 based on user 12's operations on the display surface of the display device 27. For example, the touch panel 28 can be implemented as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another touch sensor. The input surface of the touch panel 28 is part or all of the display surface of the display device 27. The touch panel 28 can be used as an operating device configured to accept user 12's input operations. For example, if the operating device is the touch panel 28, the processor 21 accepts the user 12's physical contact operations on the input surface of the touch panel 28 as user 12's input operations. For example, forms of input operations using the touch panel 28 may include tapping, swiping, dragging, flicking, and other forms.
[0026] The operating device is not limited to the configuration described above. For example, if the operating device is a communication IF 23, the processor 21 accepts signals transmitted from an operating device (not shown) connected via the network 11 as input operations for user 12. For example, if the operating device is an input / output IF 24, the processor 21 accepts signals transmitted from an external input device as input operations for user 12. For example, if the input devices are a camera and a distance sensor, when the processor 21 detects user 12's hand from the received captured image, it accepts the captured image and the gesture detected based on the output value as input operations for user 12. For example, if the input device is a controller, the processor 21 accepts the output value transmitted from the controller as input operations for user 12.
[0027] <Server Hardware Configuration> As shown in Figure 3, the server 30 may be a general-purpose computer such as a workstation or a personal computer. The server 30 comprises a processor 31, memory 32, a communication interface 33, and an input / output interface 34. The server 30 may also include a display device 37. Each component of the server 30 is connected to a communication bus and can communicate with each other.
[0028] The processor 31 executes a series of instructions contained in the program stored in memory 32 in response to signals given to the server 30, or in response to predetermined conditions being met. For example, the processor 31 can be implemented as a CPU, GPU, MPU, FPGA, or other arithmetic unit.
[0029] Memory 32 stores programs and data. Memory 32 may be either volatile memory or non-volatile memory, or a combination of both. Memory 32 may be implemented as a removable device, such as a memory card. Server 30 may use programs stored in an external storage device instead of memory 32. For example, in situations where multiple information processing systems 10 are used, such as in an amusement facility, program and data updates can be performed collectively.
[0030] Memory 32 stores game programs and communication programs. For example, the game programs implement game functions. The communication programs implement functions for communicating with other computers. For example, the other computers are one or more terminals 20. Memory 32 may also store distribution programs, operating systems, simulation programs, user authentication programs, and other programs. For example, memory 32 stores data for defining virtual spaces, data for defining objects, and user data, etc.
[0031] The communication interface 33 is connected to network 11. The communication interface 33 communicates with other computers connected to network 11. For example, the communication interface 33 can be implemented as a LAN or other wired communication interface. For example, the communication interface 33 can be implemented as Wi-Fi, Bluetooth, NFC, or other wireless communication interface. The communication interface 33 is not limited to those described above.
[0032] The I / O IF34 communicates with external I / O devices (not shown). For example, the I / O IF34 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the I / O IF34 can be implemented as a Bluetooth® or other wireless communication interface.
[0033] <Device Functions> As shown in Figure 4, the components of the terminal 20 are combined one or more to form functionally cohesive functional units (modules). For example, the terminal 20 may include a game control unit 200, a display control unit 210, a display unit 220, a storage unit 230, a communication unit 280, and an input / output unit 290. For example, the game control unit 200 and the display control unit 210 can be implemented by the processor 21. For example, the display unit 220 can be implemented by the display device 27. For example, the storage unit 230 can be implemented by the memory 22. For example, the communication unit 280 can be implemented by the communication IF 23. For example, the input / output unit 290 can be implemented by the processor 21, a touch panel 28, and an input / output IF 24. For example, the processor 21, as one of the functional units, performs a function corresponding to the step of transmitting various data. For example, the processor 21 performs a function corresponding to each step by executing steps such as a step to advance the game, a step to generate data (information), and a step to control the display unit 220. The specific details of these steps will be described later.
[0034] The input / output unit 290 detects user 12's input operations on the touch panel 28 and user 12's input operations on external input devices via the input / output IF 24. For example, the input / output unit 290 can identify the type of input operation based on user 12's input operation on the touch panel 28. For example, the types of input operations that the input / output unit 290 can identify may include tapping, swiping, dragging, flicking, and other types. Hereinafter, when user 12's fingers or the like touch the touch panel 28, it will simply be referred to as "touch."
[0035] When a touch is initiated on the touch panel 28, the input / output unit 290 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch panel 28 is interrupted, the input / output unit 290 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch panel 28 is ongoing, the input / output unit 290 identifies the coordinates of the touch position at that time (hereinafter referred to as the touch current position). Based on the touch time from the start to the end of the touch and the change in the touch position, the input / output unit 290 identifies the type of input operation performed by the user 12.
[0036] The communication unit 280 receives various types of data from one or more servers 30. For example, the data that the communication unit 280 receives from the servers 30 may include progress data and user data. Progress data is information for controlling the progress of the game. Progress data may include various requests or notifications. The communication unit 280 may also detect input operations by the user 12 to an external input device via the communication IF 23.
[0037] The communication unit 280 transmits various types of data to one or more servers 30. For example, the data transmitted by the communication unit 280 to the servers 30 may include play data and user data. Play data is information used to reflect user input operations in the game's progress. Play data is output in response to input operations received by the communication unit 280 or the input / output unit 290. Play data may include various requests or notifications.
[0038] The game control unit 200 defines a virtual space that serves as the stage for the game. The game control unit 200 places various objects in the virtual space. These various objects include field objects that constitute a virtual field. These various objects may also include a user object corresponding to user 12, as the user 12's avatar. For example, the user object may be a character, a symbol, or an icon. The game control unit 200 generates game play data according to game progress data, various operation instructions related to the game, various judgment results, and various lottery results. The play data generated by the game control unit 200 is transmitted to the server 30 by the communication unit 280.
[0039] The display control unit 210 controls the display content of the display device 27, which acts as the display unit 220. For example, the display control unit 210 creates an image to be displayed on the display device 27. The display control unit 210 creates a game screen image according to the progress data received via the communication unit 280. The display control unit 210 creates a game screen image according to the play data generated by the game control unit 200. The display control unit 210 displays the game screen image on the display device 27. The display control unit 210 may be configured to display the game screen image on an external display device via the input / output IF 24. The display control unit 210 may be configured to display the game screen image on an external display device via the communication IF 23. The game screen is an image created by controlling and drawing 2D or 3D objects.
[0040] The display control unit 210 controls and draws objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for user 12's input operations. UI objects are information that assists user 12's input operations necessary to advance the game. For example, UI objects include icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to their forms. As an example, the processor 21, as the display control unit 210, performs a step to control the display content of the display device 27, which acts as the display unit 220, and performs a function corresponding to that step.
[0041] Each step in each terminal 20 can be implemented by hardware and software (programs) executed by the processor 21. The software may be pre-stored in memory 22. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as a server 30 via a communication IF 23, and then stored in memory 22. The software is read from memory 22 by the processor 21 and stored in memory 22 in the form of an executable program. The processor 21 executes the program.
[0042] <Functions of the first server> As shown in Figure 5, the components of the first server 30a can be combined one or more to form functionally cohesive functional units (modules). For example, the first server 30a may include a game control unit 300, a prompt generation unit 310, a data acquisition unit 320, a storage unit 330, a communication unit 340, and an input / output unit 350. The data acquisition unit 320 may include an image data acquisition unit 321 and a text data acquisition unit 322. The server 30 may also include a display unit (not shown) and a display control unit (not shown).
[0043] For example, the game control unit 300, the prompt generation unit 310, and the data acquisition unit 320 can be implemented by the processor 31. For example, the storage unit 330 can be implemented by the memory 32. For example, the communication unit 380 can be implemented by the communication IF 33. For example, the input / output unit 390 can be implemented by the processor 31 and the input / output IF 34. For example, the processor 31, as one of its functional units, performs a function corresponding to the step of receiving various types of data. For example, the processor 31, as one of its functional units, performs a function corresponding to the step of transmitting various types of data. For example, the processor 31, as one of its functional units, performs a function corresponding to the step of advancing the game, a step of generating data (information), etc. The specific details of the steps will be described later.
[0044] The communication unit 340 receives various types of data from one or more terminals 20. For example, the data received by the communication unit 340 from terminals 20 includes play data and user data. The communication unit 340 transmits various types of data to one or more terminals 20. For example, the data transmitted by the communication unit 340 to terminals 20 includes progress data and user data. The communication unit 340 receives various types of data from one or more second servers 30b. For example, the data received by the communication unit 340 from second servers 30b includes various types of image data and various types of text data. The communication unit 340 transmits various types of data to one or more second servers 30b. For example, the data transmitted by the communication unit 340 to second servers 30b includes various types of prompts 60. The communication unit 340 may also detect and accept user input operations to external input devices via the communication IF 33. The input / output unit 350 may detect and accept input operations from user 12 to an external input device via the input / output IF 34.
[0045] The game control unit 300 advances the game according to the play data received by the communication unit 340 from the terminal 20. The game control unit 300 defines the virtual space that serves as the stage for the game. The game control unit 300 places various objects in the virtual space. These objects may include field objects and user objects. The game control unit 300 can make various decisions regarding the progress of the game. The game control unit 300 can perform various draws regarding the progress of the game. As an example, the game control unit 300 generates progress data according to the play data, various operation instructions related to the game, various decision results, and various draw results. The progress data generated by the game control unit 300 is transmitted to the terminal 20 by the communication unit 340.
[0046] The prompt generation unit 310 generates prompts 60. Prompts 60 include a second prompt 60b input to the image generation model M1, and a first prompt 60a and a third prompt 60c input to the language generation model M2. Each prompt 60 may include data generated during game execution and data generated based on said data. Each prompt 60 may also include generation condition data specifying the data generation conditions in the generation model. As described above, each prompt 60 is expressed in text.
[0047] The image data acquisition unit 321 inputs the prompt 60 generated by the prompt generation unit 310 to the image generation model M1 from the communication unit 340. The image data acquisition unit 321 acquires the image data generated by the image generation model M1 based on the prompt 60. The text data acquisition unit 322 inputs the prompt 60 generated by the prompt generation unit 310 to the language generation model M2 from the communication unit 340. The text data acquisition unit 322 acquires the text data generated by the language generation model M2 based on the prompt 60.
[0048] The memory unit 330 stores various types of data. The memory unit 330 stores user data D1. For example, user data D1 stores data such as username, gender, age, and address, associated with the user ID. User data D1 also stores data such as one or more card IDs, one or more equipment item IDs, and one or more consumable item IDs, associated with the user ID. As will be explained in more detail later, cards, equipment items, and consumable items are examples of objects that can be used in the game. For example, associating a user ID with a card ID, equipment item ID, and consumable item ID means that user 12 possesses the objects corresponding to each ID. User data D1 also stores data indicating the in-game virtual currency and various rewards that user 12 possesses, associated with the user ID.
[0049] The memory unit 330 stores action log data D2 as an example of data generated during game execution. The memory unit 330 also stores generation condition data D3, which specifies the data generation conditions in the generation model. The generation condition data D3 may be text indicating a question, command, or condition that must be written as prompt 60, or it may be text selected based on data generated as the game progresses. As an example, the memory unit 330 stores card data D4. Card data is various data related to cards. As an example, the memory unit 330 stores item data D5. Item data D5 is various data related to equipped items.
[0050] Each step in the first server 30a can be implemented by hardware and software (programs) executed by the processor 31. The software may be pre-stored in memory 32. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer, such as an external storage device, via the communication IF 33, and then stored in memory 32. The software is read from memory 32 by the processor 31 and stored in memory 32 in the form of an executable program. The processor 31 executes the program.
[0051] <Functions of the second server> As shown in Figure 6, the components of the second server 30b are combined one or more to form functionally cohesive functional units (modules). For example, the second server 30b may include a generation control unit 360, a storage unit 370, a communication unit 380, and an input / output unit 390. Server 30 may also include a display unit (not shown) and a display control unit (not shown). The storage unit 370 stores an image generation model M1 and a language generation model M2.
[0052] For example, the generation control unit 360 can be implemented by the processor 31. For example, the storage unit 370 can be implemented by the memory 32. For example, the communication unit 380 can be implemented by the communication IF 33. For example, the input / output unit 390 can be implemented by the processor 31 and the input / output IF 34. For example, the processor 31, as one of its functional units, performs a function corresponding to the step of receiving various types of data. For example, the processor 31, as one of its functional units, performs a function corresponding to the step of transmitting various types of data. For example, the processor 31, as one of its functional units, performs a function corresponding to the step of generating data (information), etc. The specific details of the steps will be described later.
[0053] The generation control unit 360 inputs the prompt 60 received from the first server 30a by the communication unit 380 to the image generation model M1, causing the image generation model M1 to generate image data. The image data generated by the image generation model M1 is transmitted to the first server 30a by the communication unit 380. The generation control unit 360 inputs the prompt 60 received from the first server 30a by the communication unit 380 to the language generation model M2, causing the language generation model M2 to generate text data. The text data generated by the language generation model M2 is transmitted to the first server 30a by the communication unit 380.
[0054] As an example, image generation model M1 is a large-scale model that has been trained using a large dataset. Image generation model M1 may also be a model trained using so-called deep learning. Model training can be supervised learning, unsupervised learning, reinforcement learning, or a combination of these. For example, image generation model M1 can employ a diffusion model, a generative adversarial network (GAN), or a variational autoencoder (VAE).
[0055] For example, a diffusion model assumes a diffusion process in which probabilistic noise following a Gaussian distribution is added to image data, and a dediffusion process in which noise is removed from the image data. The diffusion model has a noise reduction network that removes noise from the image data. The diffusion model learns to minimize the error between the image data from which noise has been removed by the dediffusion process and the image data generated in the diffusion process. The diffusion model becomes able to generate new image data from input data (latent variables) and pure noise.
[0056] For example, a GAN has two networks: a generator and a discriminator. The generator generates new image data based on the input data (latent variables). The discriminator identifies whether the input data is training data or data generated by the generator. On the other hand, the generator tries to generate data that is similar to the training data. The generator tries to generate more accurate fake data, and the discriminator learns to distinguish fake data more accurately. In this way, through repeated learning by the generator and discriminator, the generator becomes able to generate data that is indistinguishable from the training data.
[0057] For example, a VAE uses two networks, an encoder and a decoder, to compress and decompress input image data, and learns to minimize the error between the decompressed image data and the input image data. The VAE becomes capable of generating new image data based on the input data (latent variables). However, the image generation model M1 may also employ a flow-based model. The image generation model M1 is a model that has been pre-trained using a general-purpose dataset, but it is not limited to this; the image generation model M1 may be a model that has been fine-tuned to generate image data suitable for games.
[0058] For example, the image generation model M1 may be configured as a text-to-image type image generation model. For example, the image generation model M1 may include a text encoder that converts a prompt 60 written in text into latent variables such as vectors that the generation model can handle. For example, the text encoder converts the text contained in the prompt 60 into latent variables such as vectors that are handled in the latent space. The image generation model M1 may also include a decoder that converts the image data generated in the latent space into an RGB image that is handled in pixel space. The decoder provided by the VAE described above can be used for this decoder. In this way, the image generation model M1 can generate image data as an RGB image that can be displayed on a computer's display device based on the input prompt 60.
[0059] For example, language generation model M2 is a large-scale model that has been trained using a large dataset. For instance, language generation model M2 is a natural language model trained using so-called deep learning. For example, language generation model M2 is a large-scale language model (LLM) capable of performing various language tasks such as text translation, text analysis, text summarization, text classification, and question and answer. When language generation model M2 receives a prompt 60 written in text as input, it generates text data according to the instructions and other information expressed in the text contained in prompt 60.
[0060] The communication unit 380 receives various types of data from one or more first servers 30a. For example, the data received by the communication unit 380 from the first servers 30a includes various prompts 60. The communication unit 380 transmits various types of data to one or more first servers 30a. For example, the data transmitted by the communication unit 380 to the first servers 30a includes various image data and various text data. The communication unit 380 may also detect and accept input operations from the user 12 to an external input device via the communication IF 33. The input / output unit 390 may also detect and accept input operations from the user 12 to an external input device via the input / output IF 34.
[0061] <Game Overview> As shown in Figure 7, for example, a game includes multiple parts with different characteristics. For example, a game includes a preparation part 70, a provision lottery part 71, an event part 72, and a generation part 73. For example, a game includes participating in a battle event in which user 12 defeats enemy characters using cards they possess (hereinafter referred to as possessed cards). For example, the cards include cards that are prepared in advance in the game (hereinafter referred to as common cards). There are also cards that user 12 generates using generation models M1 and M2 (hereinafter referred to as original cards).
[0062] Now, let me explain about cards. As shown in Figure 8, each card has name data 51, image data 52, attribute data 53, effect data (skill data) 54, attack power data 55, cost data 56, category data 57, and score data 58. These data 51-58 are stored as card data D4 in the storage unit 330 of the first server 30a, associated with the card ID. It is preferable that the user ID of the user 12 who created the original card be stored in card data D4, associated with the card ID.
[0063] Name data 51 is a parameter that indicates the name of a character, etc., mainly represented by image data 52. For example, name data 51 may be the name of a character in the story (e.g., a swordsman), or the name of a monster appearing in the story (e.g., a dragon and a fairy). Name data 51 may also be the name of a real animal (e.g., a lion), or the name of a famous person, etc. Name data 51 is not limited to the above and may be anything.
[0064] As will be explained in more detail later, the image data 52 included in the original card may be image data 52 generated by the image generation model M1 based on the prompt 60. Here, the prompt 60 may be generated based on one or more basic data, including name data 51. In such cases, the image data 52 will include a visual representation (content) of a character, etc., that the user 12 can imagine in relation to the name data 51. As mentioned above, the image generation model M1 is configured as a large-scale model. Therefore, for example, if the name data 51 is "swordsman", the image data 52 will be content that most general users 12 can recognize as "swordsman", such as a character holding a sword. The card and the image data 52 which are components of the card are examples of objects, and examples of game elements or service elements.
[0065] Attribute data 53 is a parameter that indicates the attributes set for the card. Attribute data 53 is data that indicates the nature of the card. For example, attribute data 53 indicates the atmosphere, theme, message, and concept of the visual expression (content) in the image data 52. For example, attribute data 53 may be text such as "anger," "expressionless," "cherry blossoms," and "starry sky." For example, attribute data 53 is included in the basic data of the prompt 60 input to the image generation model M1. Therefore, even if the name data 51 of the image data 52 is the same "swordsman," if the attribute data 53 is different, the atmosphere and other aspects will differ, even though the majority of general users 12 will recognize it as a "swordsman."
[0066] For example, identical attribute data 53 means that the atmosphere, theme, message, and concept of the visual expression in the image data 52 are identical. For example, different attribute data 53 means that the atmosphere, theme, message, and concept of the visual expression in the image data 52 are different. As an example, at the start of the game, the user 12 is given several common cards as initial cards. These initial cards have the same attribute data 53 set. Therefore, even if the name data 51 of the multiple initial cards are different, the image data 52 will contain a visual expression that has a sense of unity in terms of atmosphere, etc.
[0067] For example, the image generation model M1 is a so-called probabilistic model. Therefore, even when generating image data 52 multiple times using the same prompt 60, each image data 52 will not necessarily have the same visual representation, and will have different visual representations even within the trends corresponding to the underlying data included in prompt 60.
[0068] For example, the attribute data 53 of the initial card can be inherited by an original card newly created by user 12. Also, in the card acquisition event 72c described later, the attribute data 53 of the common card provided to user 12 is the same attribute data 53 as that of the initial card. In other words, the attribute data 53 of the initial card effectively becomes an attribute associated with user 12 and cannot be changed during the game. Thus, the first attribute is set when the first user 12a starts using the service and cannot be changed while using the service. Similarly, the second attribute is set when the second user 12b starts using the service and cannot be changed while using the service.
[0069] Effect Data 54 is a parameter that indicates the effect (skill) that a card exerts when used in a battle event. For example, the card's effect could be an effect that periodically deals damage to enemy characters, an effect that heals the avatar, an effect that strengthens the avatar, and other effects. Attack Power Data 55 is a parameter that indicates the attack power and is used to calculate the amount of damage dealt to enemy characters. Cost Data 56 is a parameter that indicates the cost of using the card. Classification Data 57 is a parameter that can identify whether a card is a common card or an original card. Score Data 58 is a parameter that indicates the evaluation value of the card. As will be explained in more detail later, Effect Data 54, Attack Power Data 55, and Cost Data 56 are determined based on Score Data 58. The score can be said to be a parameter that indicates the strength or value of the card.
[0070] Let's look at an example of Preparation Part 70. As shown in Figure 7, Preparation Part 70 is the part in which preparations for Event Part 72 are made. Preparations for Event Part 72 include changing the avatar's settings. In Preparation Part 70, the character used as the avatar can be changed. In Preparation Part 70, the equipment items and consumable items possessed by the avatar can be changed. Changing these items may include adding, deleting, and exchanging them.
[0071] Equipment items include weapons, armor, and accessories. Equipment items increase the avatar's ability parameters. For example, an avatar has attack power data, defense power data, and durability data (so-called hit points) set. Weapons are good for strengthening the avatar's attack power. Armor is good for strengthening the avatar's defense power. Accessories are good for strengthening the avatar's durability. Consumable items can be used in event part 72 if the avatar possesses them. For example, consumable items include healing potions and enhancement potions. Healing potions restore the avatar's durability. Enhancement potions temporarily increase ability parameters by a certain amount.
[0072] Preparation Part 70 may allow the use of several consumable items. Consumable items may include growth items that permanently increase ability parameters by a certain amount. Consumable items may include skill items that allow the avatar to learn skills or magic. Consumable items may include modification items that grant the right to change the avatar's race, gender, body shape, hairstyle, or facial expression. Not limited to these, Preparation Part 70 may be configured to allow the avatar's settings to be changed without consuming items. Preparation Part 70 may also allow the deletion of unwanted cards from the user's (12) possessions.
[0073] Let's explain an example from Event Part 72. As shown in Figure 7, when the start operation is performed in the preparation part 70, the event part 72 starts. The event part 72 is a part in which multiple types of events are executed. For example, the multiple types of events include a battle event 72a, a selection event 72b, and a card acquisition event 72c. In the event part 72, either the selection event 72b or the battle event 72a occurs first. When the battle event 72a finishes, the card acquisition event 72c occurs. If the selection event 72b or the card acquisition event 72c has finished and the termination condition of the event part 72 has not been met, then the selection event 72b or the battle event 72a occurs again. On the other hand, if the termination condition of the event part 72 is met, the event part 72 ends and the process moves to the generation part 73.
[0074] For example, Battle Event 72a is a turn-based competitive event in which User 12's avatar battles against one or more enemy characters, which are examples of enemy objects. In Battle Event 72a, User 12 selects a card to use in the current turn from their possession. The enemy character's hit points decrease according to the combined attack power of the card used and the weapon equipped by the avatar. For example, the damage value calculated by subtracting the enemy character's defense from the combined attack power of the card used and the weapon equipped can be subtracted from the enemy character's hit points. The effect of the card used is applied to the avatar or enemy character according to the effect data 54. In one turn, User 12 can continue to select cards to use until the total cost of the cards used reaches a predetermined cost. User 12 can also use consumable items they possess.
[0075] In Battle Event 72a, when a turn ends due to the total cost of the cards used reaching the specified cost, the enemy character takes action. When the avatar is attacked by the enemy character, its hit points decrease. The amount of hit point reduction is mitigated according to the avatar's defense. For example, the damage value calculated by subtracting the defense of the armor the avatar is wearing from the enemy character's attack power can be subtracted from the avatar's hit points. In Battle Event 72a, the criterion for determining the winner of the battle is that User 12's avatar fulfills the victory condition before the enemy character. For example, the victory condition is that the enemy character becomes incapacitated. For example, both the avatar and the enemy character become incapacitated when their hit points reach 0.
[0076] Selection event 72b is an event in which the user 12 is presented with multiple choices of actions for the avatar, and the avatar takes the action indicated by the choice made by the user 12. Selection event 72b has multiple combinations of the situation that serves as the premise for the user 12 to make a choice (hereinafter referred to as the selection situation) and the choices in that situation. For example, in selection event 72b, in a scene where an NPC (Non-Player Character) is asking for help, the user 12 is presented with the choices of "Help the NPC" and "Do not help the NPC". Then, in selection event 72b, the avatar will act according to the choice made by the user 12.
[0077] Card acquisition event 72c is an event in which user 12 can acquire cards. For example, card acquisition event 72c is executed after the end of battle event 72a. In card acquisition event 72c, multiple cards are presented to user 12. In card acquisition event 72c, one or more cards selected by user 12 are awarded to user 12. In card acquisition event 72c, a common card is presented to user 12. In card acquisition event 72c, an original card may be presented to user 12.
[0078] Let's explain an example of generation part 73. Once event part 72 ends, generation part 73 begins. Generation part 73 includes generation event 73a. In generation event 73a, an original card is generated based on user 12's action logs and other information from event part 72. In generation event 73a, user 12 can acquire the generated original card. In addition, the original card generated in generation event 73a may be acquired by other users 12 in card acquisition event 72c performed by other users 12.
[0079] Here, we will explain the procedure for creating an original card. Original cards are generated using a generation AI. One or more prompts 60 are used to generate the image data 52 of the original card. The basic data for one or more prompts 60 includes the user's 12 behavior log data D2 and one or more attribute data 53. The behavior log data D2 can be said to be the result of the user's 12 playing the game.
[0080] Here, we will explain an example of behavioral log data D2. As shown in Figure 9, as an example, the behavior log data D2 is generated for each of the one or more users 12 and for each event part 72. The behavior log data D2 may include data Ds indicating the start of event part 72 and data De indicating the end of event part 72. The behavior log data D2 includes log data indicating each action of user 12 in event part 72.
[0081] For example, the action log data D2 may include, as the first action log data L1, data L1a indicating the start of selection event 72b, data L1b indicating the choice made in selection event 72b, and data L1c indicating the result of selection event 72b. For example, data L1a is text such as, "The NPC is asking you for help... You are faced with a choice: will you help or not?". Data L1a may or may not match the text presented to the user 12 as the selection status via the display device 27 in selection event 72b. For example, data L1b is text such as, "You chose not to help the NPC." For example, data L1c is text such as, "As a result of you not helping the NPC, the NPC left looking disappointed."
[0082] For example, the action log data D2 may include, as the second action log data L2, data L2a indicating the start of battle event 72a, data L2b indicating the effect data 54 of the cards used in battle event 72a, and data L2c indicating the result of battle event 72a (e.g., win or lose). For example, data L2a may contain text such as, "The user started a battle with the enemy character. The user did not notice the enemy character until just before, and was hit with a surprise attack." For example, data L2b may contain text such as, "The user inflicted poison. The enemy character showed a pained expression," and "The user activated a healing skill. A warm light healed the user's wounds." For example, data L2c may contain text such as, "The user narrowly won the battle with the enemy character."
[0083] Let's return to the instructions for creating original cards. As shown in Figures 10 and 11, a first prompt 60a is generated based on the first action log data L1 extracted from the action log data D2. The first prompt 60a may include first prerequisite data 61, which is an example of the generation condition data D3. For example, the first prerequisite data 61 includes a command to generate evaluation text and a command to determine name data 51. For example, the first prerequisite data 61 is text such as, "You are the god of this game. Create evaluation text for the user's actions shown in the first action log data, and select and present one name data from the list of name data that is appropriate for the content of that evaluation text." In this case, the first prompt 60a may include a list of name data 51. According to this example, the first prompt 60a includes a command to the language generation model M2 to create evaluation text and a command to select name data 51 corresponding to the created evaluation text.
[0084] The first prompt 60a is generated by the prompt generation unit 310. The first prompt 60a generated by the prompt generation unit 310 is input to the language generation model M2. The language generation model M2 creates an evaluation text and determines name data 51 corresponding to the evaluation text. The text data acquisition unit 322 acquires the name data 51 and the evaluation text as text data from the language generation model M2.
[0085] Next, a second prompt 60b is generated based on the name data 51 and one or more attribute data 53 generated by the language generation model M2. The second prompt 60b includes second prerequisite data 62, which is an example of generation condition data D3. For example, the second prerequisite data 62 includes a command to generate image data 52 and a command to specify the general conditions for generating the image data 52. For example, the second prerequisite data 62 may include text such as "2D game character," "bold perspective," "detailed background," and "high quality" as data that also serves as these commands. The command to generate image data 52 and the command to specify the general conditions may be written as separate texts.
[0086] The second prompt 60b may contain the name data 51 as is. However, the second prompt 60b may also contain auxiliary data 64 that concretizes or characterizes the character shown in the name data 51, in addition to or instead of the name data 51. For example, if the name data 51 is "swordsman", the auxiliary data 64 may be text such as "double-edged sword", "person wearing light armor", and "right-handed". For example, as an example of the generation condition data D3, auxiliary data 64 is stored in memory 32 in association with each name data 51. The prompt generation unit 310 may then incorporate the auxiliary data 64 associated with the name data 51 generated by the language generation model M2 into the second prompt 60b.
[0087] The second prompt 60b may include basic attribute data 53a, which is attribute data set for user 12's initial card. The second prompt 60b may also include additional attribute data 53b, which is attribute data set for a card selected by user 12's operation (hereinafter referred to as an additional attribute card). For example, a card selected as an additional attribute card is consumed (deleted) from user 12's owned cards as payment for generating a new original card. For example, in one generation event 73a, it is possible to select one card as an additional attribute card. However, it is not limited to this, and it is possible to select two or more cards as additional attribute cards in one generation event 73a.
[0088] The second prompt 60b may include the attribute data 53a and 53b as they are. However, the second prompt 60b may also include auxiliary data 64 that embodies or indicates the attributes shown in the attribute data 53, in addition to or instead of the attribute data 53. For example, if the attribute data 53 is "starry sky," the auxiliary data 64 may be text such as "pitch black sky" and "starry sky." In addition to the data that embodies or indicates the attributes 51 and 53, the auxiliary data 64 may also include text or numbers indicating the priority and reflection intensity of each auxiliary data 64. For example, if the reflection intensity differs between the auxiliary data 64 for the basic attribute data 53a and the auxiliary data 64 for the additional attribute data 53b, it becomes easier to generate image data 52 that strongly reflects the attribute data 53 with the higher reflection intensity. For example, as an example of the generation condition data D3, the auxiliary data 64 is stored in memory 32 in association with each attribute data 53. The prompt generation unit 310 may then incorporate the auxiliary data 64 associated with each attribute data 53a and 53b into the second prompt 60b.
[0089] The second prompt 60b is generated by the prompt generation unit 310. The second prompt 60b generated by the prompt generation unit 310 is input to the image generation model M1. The image generation model M1 generates image data 52. The image data acquisition unit 321 acquires the image data 52 from the image generation model M1.
[0090] A third prompt 60c is generated based on the second action log data L2 extracted from the action log data D2 and the name data 51 generated by the language generation model M2. The third prompt 60c may include third prerequisite data 63, which is an example of the generation condition data D3. For example, the third prerequisite data 63 may include a command to determine the card effect data 54. For example, the third prerequisite data 63 may be text such as, "You are the god of this game. Please select and present one card effect data from the list of effect data to give to the user. Please select effect data that is appropriate to the content shown in the name data. The second action log data includes data showing the effects (e.g., skills) of cards used in battle events. Please select effect data taking into account the number of times each effect (skill) has been used." In this case, the third prompt 60c may include a list of card effect data 54. According to this example, the third prompt 60c includes a command to the language generation model M2 to select effect data 54 corresponding to the name data 51 and the second action log data L2.
[0091] The third prompt 60c is generated by the prompt generation unit 310. The third prompt 60c generated by the prompt generation unit 310 is input to the language generation model M2. The language generation model M2 determines the effect data 54. The text data acquisition unit 322 acquires the effect data 54 as text data from the language generation model M2.
[0092] Then, name data 51, image data 52, attribute data 53, effect data 54, and other data are associated with the new card ID and stored in card data D4. The other data may include score data 58, which is determined according to the user 12's game progress. The other data may also include attack power data 55 and cost data 56, which are determined based on the score data 58 and effect data 54. The attribute data 53 of the new original card may be set to the attribute data of the initial card. As a result, an original card generated by the first user 12a will include attribute data 53 indicating the first attribute associated with the first user 12a. An original card generated by the second user 12b will include attribute data 53 indicating the second attribute associated with the second user 12b. In addition, the attribute data 53 of the new original card may be set to the attribute data set for the additional attribute card. The other data may include a user ID as data indicating the user 12 who generated the original card. In this way, a new original card is generated in generation event 73a. The generated original card is presented to user 12 who generated it. The generated original card is then held by user 12. In other words, user 12 can use the original card in the game. Once generation part 73 is complete, the process moves to preparation part 70.
[0093] Here is an example of the lottery part 71. As shown in Figure 7, the provision lottery part 71 is a part in which a value usable in the game (hereinafter referred to as "in-game value") is randomly provided through a provision lottery using a predetermined random number. In the following explanation, the in-game value selected by the provision lottery and provided to user 12 will be referred to as the provided value. When the transition operation is performed in preparation part 70, provision lottery part 71 starts.
[0094] For example, the value offered could be an equipment item. For example, the equipment item offered could be a weapon, armor, or accessory. The value offered is not limited to equipment items; it may also include items usable in any part of the game, or in-game currency. The value offered could also be a character usable as an avatar.
[0095] For example, in the Lottery Part 71, you can use a single-draw function, which is executed as one unit for each lottery, and an N-consecutive-draw function, which is executed as one unit for N lotteries (where N is a natural number greater than or equal to 2). For example, N is 10 times. For example, the sum of the winning probabilities for each offered value in each lottery is 1. In this case, in the lottery game, user 12 can acquire the same number of in-game values as the number of lotteries performed. That is, in a single draw, user 12 acquires 1 in-game value. In an N-consecutive-draw, user 12 acquires N in-game values. However, the sum of the winning probabilities P for each offered value may be less than 1. That is, there may be cases where the lottery does not result in winning any of the offered values (hereinafter referred to as a "miss"). In the case of a miss, user 12 does not acquire any in-game value.
[0096] User 12 can perform a lottery by spending in-game currency. The amount of in-game currency required to obtain the right to perform N consecutive lotteries is higher than the amount of in-game currency required to obtain the right to perform one lottery. For example, the amount of in-game currency required to obtain the right to perform a lottery is calculated by multiplying the number of lottery performances by the unit price. However, the in-game currency required to obtain the right to play the lottery may be structured so that the unit price decreases as the number of lottery performances increases. The game is configured so that the in-game value selected by the lottery cannot be transferred to other users 12, but it may be configured so that it can be transferred to other users 12.
[0097] <Processing flow for running the game> The following describes the processes for executing various events. Note that in situations where it is necessary to distinguish one user 12 from other users 12, the explanation will assume that the first user 12a is operating the terminal 20. However, the processes described below will be the same even when other users 12, including the second user 12b, are operating the terminal 20. The processor 31 of the server 30 functions as a game control unit 300 by executing processes for running the game, and constitutes an example of a service provider unit that provides a game, which is an example of a service. The processor 21 of the terminal 20 functions as a game control unit 200 by executing processes for running the game, and constitutes an example of a service provider unit that provides a game, which is an example of a service.
[0098] This section describes an example of the processing flow for executing a battle event. As shown in Figure 12, in step S100, the processor 31 of the first server 30a sends a battle event start notification to the terminal 20. In step S101, the processor 21 of the terminal 20 receives the battle event start notification. In step S102, the processor 21 of the terminal 20 displays the battle event screen on the display device 27.
[0099] In step S103, the processor 21 of terminal 20 executes terminal battle event processing. The processor 21 sends and receives various data with the first server 30a via the communication IF 23. The processor 21 controls the battle event based on the various data received from the first server 30a. For example, when the processor 21 identifies an action instruction in response to the user 12's input, it sends play data indicating the content of that instruction to the first server 30a. For example, the play data may be data indicating the card to be used that the user 12 has selected from among their owned cards. For example, the processor 21 receives progress data from the first server 30a. The processor 21 updates the display content of the display device 27 according to the progress data. For example, the processor 21 may display on the display device 27 the decrease in the hit points of the avatar or enemy character, and the effect (skill) of the card being used.
[0100] In step S104, the processor 31 of the first server 30a executes server battle event processing. For example, the processor 31 sends and receives various data to and from the terminal 20 via the communication IF 33. The processor 31 controls the battle event based on the various data received from the terminal 20. As an example, the processor 31 receives play data from the terminal 20. The processor 31 manages the actions of the user 12's avatar according to the play data. As an example, the processor 31 reduces the hit points of enemy characters according to the total attack power of the weapons equipped by the avatar and the cards used. The processor 31 activates the effects of the cards used. The processor 31 ends a turn when the total cost of the cards used reaches a predetermined cost. The processor 31 sends progress data indicating the result of the avatar's actions to the terminal 20. The processor 31 also makes the enemy character take action. As an example, the processor 31 reduces the avatar's hit points according to the enemy character's attack power and the defense power of the armor equipped by the avatar. The avatar's maximum hit points are increased by the accessories it is equipped with. Processor 31 sends progress data indicating the results of the enemy character's actions to terminal 20.
[0101] The processor 31 of the first server 30a determines whether the battle event termination conditions have been met. For example, the processor 31 determines that the battle event termination conditions have been met when the hit points of the avatar or the hit points of the enemy character become 0. If the battle event termination conditions are met, the processor 31 terminates the battle event and proceeds to step S105.
[0102] In step S105, the processor 31 of the first server 30a sends a battle event completion notification to the terminal 20. In step S106, the processor 31 of the first server 30a stores the action log of this battle event as action log data D2 in the memory 32 of the first server 30a. For example, the action log may include text indicating the effects (skills) used by user 12 and text indicating the result (win or loss) of the battle event. After that, the processor 31 of the first server 30a terminates the processing for executing the battle event. Meanwhile, in step S107, the processor 21 of the terminal 20 receives the battle event completion notification. The processor 21 terminates the display of the battle event screen. With this, the series of processes for executing the battle event is completed.
[0103] This section describes an example of the processing flow for executing a selection event. As shown in Figure 13, in step S110, the processor 31 of the first server 30a sends a selection event start notification to the terminal 20. In step S111, the processor 21 of the terminal 20 receives the selection event start notification. In step S112, the processor 21 of the terminal 20 displays the selection event screen on the display device 27.
[0104] In step S113, the processor 21 of terminal 20 executes terminal selection event processing. The processor 21 sends and receives various data with the first server 30a via the communication IF 23. The processor 21 controls the selection event based on the various data received from the first server 30a. For example, when the processor 21 identifies an action instruction in response to the action instruction operation of user 12, it sends play data indicating the content of that instruction to the first server 30a. For example, the play data may be data indicating the option selected by user 12 from among multiple options. For example, the processor 21 receives progress data from the first server 30a. The processor 21 updates the display content of the display device 27 according to the progress data. For example, the processor 21 may present multiple options indicating the avatar's actions to user 12 by displaying the multiple options shown in the progress data on the display device 27. For example, when presenting multiple options, the processor 21 displays information on the display device 27 that indicates the selection status that is a prerequisite for selecting multiple options.
[0105] In step S114, the processor 31 of the first server 30a executes server selection event processing. For example, the processor 31 sends and receives various data to and from the terminal 20 via the communication IF 33. The processor 31 controls the selection event based on the various data received from the terminal 20. As an example, the processor 31 sends progress data to the terminal 20 that shows multiple choices and the selection status in the selection event. As an example, the processor 31 receives play data from the terminal 20. The processor 31 manages the actions of the user 12's avatar according to the play data. The processor 31 sends progress data to the terminal 20 that shows the result of the avatar's actions.
[0106] In step S115, the processor 31 of the first server 30a sends a selection event completion notification to the terminal 20. In step S116, the processor 31 of the first server 30a stores the action log of this selection event as action log data D2 in the memory 32 of the first server 30a. For example, the action log may include the selection status, the option selected by user 12, and the result of the selection. Meanwhile, in step S117, the processor 21 of the terminal 20 receives the selection event completion notification. The processor 21 terminates the display of the selection event screen. With this, the series of processes for executing the selection event is completed.
[0107] This section describes an example of the processing flow for executing a card acquisition event. As shown in Figure 14, in step S120, the processor 31 of the first server 30a determines n cards to be provided, where n is a natural number greater than or equal to 1, for example, 3. As an example, the processor 31 determines the cards to be provided from among the multiple cards defined in card data D4, excluding the card associated with the user ID of the first user 12a. As mentioned above, card data D4 includes original cards generated by users other than user 12. Therefore, in addition to common cards, the multiple cards to be provided may include one or more original cards. In a more specific example, three cards to be provided may be determined, and one, two, or three of these cards may be original cards generated by the second user 12b. The common card is selected from cards with the same attributes as user 12's initial card.
[0108] In step S121, the processor 31 of the first server 30a sends a card acquisition event start notification to the terminal 20. The card acquisition event start notification may include data indicating the offered cards determined in step S120. In step S122, the processor 21 of the terminal 20 receives the card acquisition event start notification. In step S123, the processor 21 of the terminal 20 displays the card acquisition event screen on the display device 27. As an example, the card acquisition event screen includes information indicating the multiple offered cards shown in the card acquisition event start notification. By executing steps S120 and S121, the processor 31 of the first server 30a functions as a game control unit 300 and constitutes an example of a presentation unit. The presentation unit causes the second object created by the second user 12b to be presented to the first user. The presentation unit may also present the first object created by the first user 12a to the second user.
[0109] Thus, among the multiple objects that the processor 31 of the first server 30a presents to the first user 12a, there may be a second object generated by the second user 12b according to a predetermined probability. It can also be said that among the multiple objects that the processor 31 presents to the second user 12b, there may be a first object generated by the first user 12a according to a predetermined probability. Furthermore, among the multiple objects that the processor 31 presents to the first user 12a, there may be a common card prepared by the service provider. It can also be said that among the multiple objects that the processor 31 presents to the second user 12b, there may be a common card. The original card and the image data 52 contained in the original card are examples of the first and second objects. The common card is an example of the third object.
[0110] In step S124, the processor 21 of terminal 20 receives a card selection operation from user 12. The card selection operation is an operation in which user 12 indicates which card they wish to select from among several offered cards. In step S125, the processor 21 of terminal 20 sends a card selection notification to the first server 30a indicating the offered card indicated by the card selection operation from user 12.
[0111] In step S126, the processor 31 of the first server 30a receives a card selection notification. That is, the processor 31 accepts the selection of a card offered by user 12. By executing step S126, the processor 31 of the first server 30a functions as a game control unit 300 and constitutes an example of a selection unit. The selection unit accepts the selection of a second object by the first user 12a. It can also be said that the selection unit accepts the selection of a first object by the second user 12b. The processor 31 becomes capable of accepting the selection of a second object at a predetermined timing. For example, the predetermined timing may be the timing when a battle with an enemy character, which is an example of an enemy object, has ended. Note that the predetermined timing may be only the timing when a battle is won, excluding the timing when a battle is lost.
[0112] In step S127, the processor 31 of the first server 30a grants the offered card indicated in the card selection notification to user 12. For example, the processor 31 may store the card ID of the offered card indicated in the card selection notification in user data D1, associating it with user ID of user 12. In other words, the processor 31 gives user 12 the offered card. With this, the series of processes for executing the card acquisition event is completed.
[0113] The processor 31 of the first server 30a functions as a game control unit 300 by executing step S127, and constitutes an example of a utilization unit. The utilization unit makes the original card or image data 52 constituting the card, which was selected in step S126, available for the user to use in the service. In other words, the utilization unit makes the second object generated by the second user 12b available for the first user 12a to use in the service. It can also be said that the utilization unit makes the first object generated by the first user 12a available for the second user 12b to use in the service. As an example, being available in the service means being available for use in battle event 72a.
[0114] This section describes an example of the processing flow for executing a generation event. As shown in Figure 15, in step S140, the processor 31 of the first server 30a extracts the first action log data L1 from the action log data D2. In step S141, the processor 31 of the first server 30a generates the first prompt 60a based on the basic data, which includes the first action log data L1. In step S142, the processor 31 of the first server 30a sends the first prompt 60a to the second server 30b.
[0115] In step S143, the processor 31 of the second server 30b receives the first prompt 60a. In step S144, the processor 31 of the second server 30b inputs the first prompt 60a to the language generation model M2 to generate text data. This text data may include evaluation text and name data 51. In step S145, the processor 31 of the second server 30b sends the text data generated by the language generation model M2 to the first server 30a.
[0116] In step S146, the processor 31 of the first server 30a receives text data generated by the language generation model M2. In step S147, the processor 31 of the first server 30a sends an action evaluation display request to the terminal 20. For example, the action evaluation display request may include data instructing the terminal 20 to display the evaluation text. The action evaluation display request may also include data indicating the evaluation text generated by the language generation model M2. In step S148, the processor 21 of the terminal 20 receives the action evaluation display request. In step S149, the processor 21 of the terminal 20 displays the evaluation text instructed by the action evaluation display request on the display device 27.
[0117] In step S150, the processor 31 of the first server 30a sends an attribute selection request to the terminal 20. For example, the attribute selection request is a request for the user 12 to select an additional attribute. In step S151, the processor 21 of the terminal 20 receives the attribute selection request. In step S151, the processor 21 may display a list of cards owned by the user 12 on the display device 27. In step S152, the processor 21 of the terminal 20 accepts the attribute selection operation by the user 12. The attribute selection operation can also be described as an operation to select an attribute-assigned card.
[0118] In step S153, the processor 21 of terminal 20 sends an additional attribute notification to the first server 30a. The additional attribute notification is data that can identify the additional attribute data 53b. For example, the additional attribute notification may be data indicating an additional attribute card, or it may be the additional attribute data 53b itself. In step S154, the processor 31 of the first server 30a receives the additional attribute notification.
[0119] As shown in Figure 16, in step S155, the processor 31 of the first server 30a generates a second prompt 60b based on the basic data. The basic data here includes the name data 51 received in step S146 and the additional attribute data 53b received in step S154. The basic data may also include basic attribute data 53a. In step S156, the processor 31 of the first server 30a sends the second prompt 60b to the second server 30b.
[0120] In step S157, the processor 31 of the second server 30b receives the second prompt 60b. In step S158, the processor 31 of the second server 30b inputs the second prompt 60b to the image generation model M1 to generate image data 52. In step S159, the processor 31 of the second server 30b sends the image data 52 generated by the image generation model M1 to the first server 30a. In step S160, the processor 21 of the terminal 20 receives the image data 52.
[0121] In step S161, the processor 31 of the first server 30a extracts the second action log data L2 from the action log data D2. In step S162, the processor 31 of the first server 30a generates a third prompt 60c based on the basic data. The basic data here includes the second action log data L2 and the name data 51 received in step S146. In step S163, the processor 31 of the first server 30a sends the third prompt 60c to the second server 30b.
[0122] In step S164, the processor 31 of the second server 30b receives the third prompt 60c. In step S165, the processor 31 of the second server 30b inputs the third prompt 60c to the language generation model M2 to generate text data. This text data may include effect data 54. In step S166, the processor 31 of the second server 30b sends the text data generated by the language generation model M2 to the first server 30a.
[0123] In step S167, the processor 31 of the first server 30a receives text data including effect data 54. In step S168, the processor 31 of the first server 30a creates an object. This object is the original card. As an example, the processor 31 associates the name data 51 and effect data 54 generated by the language generation model M2 and the image data 52 generated by the image generation model M1 with a new card ID and adds them to the card data D4.
[0124] The processor 31 generates attack power data 55, cost data 56, and score data 58, and associates them with the card ID. Here, the processor 31 determines the score data 58 according to the progress of the game. For example, the processor 31 may determine a higher score the further the game has progressed. For example, the progress of the game may be the number of plays in the event part, Pt. For example, the processor 31 may determine the score data 58 by drawing a predetermined random number from a predetermined score range s according to the number of plays in the event part, Pt. In this case, the maximum and minimum values of the score range s should increase according to the progress of the game. For example, the combination of play count Pt and score range s may be defined as "0≦Pt<5, 50≦s<100", "6≦Pt<10, 75≦s<125", "11≦Pt<20, 100≦s<150", and "21≦Pt, 150≦s<200".
[0125] Processor 31 determines combinations of data 54, 55, and 56 such that when each parameter of effect data 54, attack power data 55, and cost data 56 is scored, the total score becomes the determined score data 58. Effect data 54 receives a higher score the better the effect. Attack power data 55 receives a higher score the higher the attack power. Cost data 56 receives a higher score the lower the cost. For example, processor 31 may subtract the score of effect data 54 from score data 58, and then use a predetermined random number to draw the remaining score and distribute it to attack power data 55 and cost data 56 to determine each data 55 and 56. Therefore, score data 58 serves as an indicator of the card's strength. For example, a higher score indicates a stronger card. Processor 31 may also associate data indicating that a card is an original card with the card ID as classification data 57.
[0126] In step S169, the processor 31 of the first server 30a makes the newly generated original card available to user 12. For example, the processor 31 may associate the card ID of the original card with user 12's user ID and add it to user data D1. By executing step S169, user 12, who generated the original card, will be able to use that original card in the game. The processor 31 of the first server 30a also removes the association between the card ID of the card designated as an additional attribute card and the user ID. In other words, the processor 31 removes the card used as an additional attribute card from user 12's possessions.
[0127] In step S170, the processor 31 of the first server 30a sends a card presentation request to the terminal 20. For example, the card presentation request is a request for the user 12 to present the original card created in step S168. In step S171, the processor 21 of the terminal 20 receives the card presentation request. In step S172, the processor 21 of the terminal 20 displays the original card created in step S168 on the display device 27. In other words, the original card is presented to the user 12. With this, the series of processes for executing the generation event is completed.
[0128] The processor 31 of the first server 30a functions as a data acquisition unit 320 by executing processing for generation events, and constitutes an example of a first generation unit. The first generation unit causes the generation models M1 and M2 to generate first objects based on first usage information corresponding to the service usage status by the first user 12a. For example, the first usage information may be at least a part of the first user 12a's behavior log data D2.
[0129] The processor 31 of the first server 30a functions as a data acquisition unit 320 by executing processing for generation events, and constitutes an example of a second generation unit. The second generation unit causes the generation models M1 and M2 to generate a second object based on second usage information corresponding to the service usage status of the second user 12b. For example, the second usage information may be at least a part of the behavior log data D2 of the second user 12b.
[0130] The second prompt 60b generates the attribute data of the additional attribute card as additional attribute data 53b. The processor 31, which functions as the first generation unit, can be said to cause the generation model to generate the first object based on attribute information corresponding to the second attribute contained in the second object, if the first user 12a can use the second object. The processor 31, which functions as the second generation unit, can be said to cause the generation model to generate the second object based on attribute information corresponding to the first attribute contained in the first object, if the second user 12b can use the first object.
[0131] <An example of a display screen on a terminal's display device> This explains Battle Event Screen 400. As shown in Figure 17, the battle event screen 400 is displayed on the display device 27 of the terminal 20 during the execution of a battle event. The battle event screen 400 is displayed by the execution of steps S102 and S103. For example, the battle event screen 400 may include a title panel 401, one or more enemy characters 402, and one or more card icons 403. The title panel 401 may include information indicating the name of the event currently being executed, such as the text "Battle Event". The one or more card icons 403 are objects that each represent a card 50 owned by the user 12. Each card icon 403 may include name data 51, image data 52, and effect data 54. Each card icon 403 may also include attack power data 55. For example, it may be possible to input an action command to use the corresponding card 50 as a play card by tapping the area where each card icon 403 is displayed.
[0132] This explains the card acquisition event screen 420. The card acquisition event screen 420 is displayed on the display device 27 of the terminal 20 while a card acquisition event is being executed. The card acquisition event screen 420 is displayed by the execution of steps S123 and S124. For example, the card acquisition event screen 420 may include a title panel 421, a user creation panel 422, and one or more card icons 403. The title panel 421 may include information indicating the name of the event currently being executed, such as the text "Card Acquisition Event". The one or more card icons 403 are objects that each represent a card 50 that the user 12 can acquire. For example, it may be possible to select a card by tapping the area where each card icon 403 is displayed, targeting the corresponding card 50.
[0133] The creator user panel 422 is displayed in a position adjacent to the card icon 403 that represents the original card 50, corresponding to the card icon 403. The creator user panel 422 may include information indicating the username of the user who generated the original card 50, such as "Created by User B". The creator user panel 422 may also include information indicating that it was created by another user, such as "Created by another user". On the card acquisition event screen 420, when a card selection operation is performed, the acquisition notification panel 423 may be displayed. The acquisition notification panel 423 may include information indicating that the card selected by the card selection operation has been acquired, such as "Object acquired".
[0134] This section explains the selection event screen 430. As shown in Figure 18, the selection event screen 430 is displayed on the display device 27 of the terminal 20 while a selection event is being executed. The selection event screen 430 is displayed by the execution of steps S112 and S113. The selection event screen 430 may include a selection event panel 431, a selection status panel 432, and multiple selection buttons 433. The selection event panel 431 may include information indicating the name of the event that is currently being executed, such as the text "Selection Event". The selection status panel 432 may include information explaining the situation that is the premise for selecting one of the multiple options, such as the text "An NPC is asking you for help... You are faced with the choice of whether or not to help". The selection buttons 433 may include information indicating the avatar's action, such as the text "Help the NPC" and "Do not help the NPC". For example, it may be possible to perform an action instruction operation by tapping the area where each selection button 433 is displayed, which instructs the user to perform the action indicated in the corresponding option.
[0135] On the selection event screen 430, when an action command operation is performed, the selection result panel 434 may be displayed. The selection result panel 434 may include information indicating the result of the avatar's action as selected by the action command operation, such as text like "As a result of you not helping the NPC, the NPC left looking disappointed." On the selection event screen 430, a record notification icon 435 may be displayed. The record notification icon 435 may include information indicating that the user 12's action in selection event 72b has been recorded as the first action log data L1, such as text like "Recorded."
[0136] This explains the generation event screen 440. As shown in Figures 19 and 20, the generated event screen 440 is displayed on the display device 27 of the terminal 20 during the execution of the generated event. The selected event screen 430 is displayed by the execution of steps S149 and S171. The generated event screen 440 can also be understood as a results screen that presents the results of the event part to the user 12.
[0137] As shown in Figure 19, the generated event screen 440 may first display an action display panel 441 that summarizes the action log in the event part. For example, the action display panel 441 may include a list of information summarizing the results of the battle event, card acquisition event, and selection event, such as text like "Helped NPC1", "Acquired a card", and "Did not help NPC2". However, the action display panel 441 may also display a list of all action logs recorded in the action log data D2.
[0138] Next, the generation event screen 440 should display the first dialogue window 442 and the character 443. The first dialogue window 442 should contain the evaluation text generated by the language generation model M2 in step S144. The character 443 should be an object that mimics the person who speaks the dialogue (text) described in the first dialogue window 442. For example, if the first prompt 60a contains the text "You are the god of this game," the character 443 should be an object that mimics the "god of the game." This allows the user 12 to perceive the evaluation text as dialogue spoken by a character consistent with the first prerequisite data 61 included in the first prompt 60a.
[0139] As shown in Figure 20, the next generation event screen 440 should display the second dialogue window 444 and the character 443. For example, the second dialogue window 444 may contain information informing the user 12 that an original card has been generated and given to them, such as the text "I will give you an original card."
[0140] Next, the generation event screen 440 should display a name panel 445 and an additional attribute selection panel 406. The name panel 445 should include information indicating the name data 51 generated by the language generation model M2 in step S144, such as the text "Swordsman" and "Fairy". The additional attribute selection panel 406 should include multiple attribute selection buttons 447 indicating cards 50 that can be selected as additional attribute cards. Each attribute selection button 447 should include the name data 51 and image data 52 of the corresponding card 50. For example, by tapping the area where each attribute selection button 447 is displayed, it should be possible to perform an attribute selection operation to select the attribute of the card 50 corresponding to each button as an additional attribute.
[0141] Next, the generation event screen 440 should display a new card icon 448 and an explanation window 449. The new card icon 448 is an object that represents the newly generated original card 50. The new card icon 448 includes name data 51, image data 52, and effect data 54. The new card icon 448 may also include attack power data 55. The explanation window 449 should contain information explaining the reason for giving the newly generated original card 50 to the user 12. The explanation text should be text data generated by the language generation model M2. In this case, the first prompt 60a should include a command to generate explanation text that explains the reason for determining the name data 51.
[0142] <Example of image data generation> This section will explain specific examples of image data generation. As shown in Figure 21, the language generation model M2 has determined "swordsman" as the name data 51, and the basic attribute data 53a is set to "emotionless". Furthermore, the additional attribute data 53b is set to "starry sky". In this case, the image generation model M1 is highly likely to generate image data 52, which combines an expressionless swordsman with a starry sky background.
[0143] Suppose "cherry blossom" is specified as additional attribute data 53b. In this case, the image generation model M1 is likely to generate image data 52 that combines an expressionless swordsman with a background featuring cherry blossoms, such as falling cherry blossoms. Suppose "anger" is specified as additional attribute data 53b. In this case, the image generation model M1 is likely to generate image data 52 that combines an expressionless swordsman with an angry swordsman.
[0144] Thus, the image generation model M1 generates image data 52 that, in addition to the name data 51 based on the user 12's behavior log data D2, also takes into account the attributes shown in the basic attribute data 53a, as well as additional attribute data 53b selected by the user 12. Therefore, by selecting additional attributes, the user 12 can generate an original card 50 that includes image data 52 of their choice.
[0145] <Effects of the First Embodiment> The effects of the first embodiment will be described. (1-1) The first user 12a can use original cards generated using generative models M1 and M2 based on the behavior log data D2 of the second user 12b. Therefore, the opportunities for the first user 12a to use new objects can be increased. Thus, user interest can be improved.
[0146] (1-2) The first user 12a can use original cards generated using generative models M1 and M2 based on the first user 12a's behavior log data D2. Therefore, the number of situations in which the first user 12a can use new cards can be further increased.
[0147] (1-3) In the card acquisition event, user 12 will be able to select and use original cards that they wish to use in the game according to their preferences. This will enhance the user's interest.
[0148] (1-4) In card acquisition events, not all cards presented to user 12 are necessarily original cards, so it is possible to pique users' interest from the perspective of whether or not they can see new cards.
[0149] (1-5) In card acquisition events, a common card prepared by the service provider may also be presented, thus broadening the range of choices for user 12. (1-6) The first user 12a can select an original card generated by the second user 12b at a predetermined timing. Therefore, the first user 12a can be made to anticipate the arrival of the predetermined timing.
[0150] (1-7) At a predetermined time, once the battle with the enemy character is over, the original card generated by the second user 12b becomes available, which can motivate the first user 12a to continue battling the enemy character.
[0151] (1-8) Since the original cards generated by the first user 12a and the original cards generated by the second user 12b contain attributes corresponding to each user, each original card can be characterized.
[0152] (1-9) The attributes set for each user 12 cannot be changed after the service is started. Therefore, the attributes of each original card can be unique to each user 12.
[0153] (1-10) Each user 12 needs to acquire original cards created by other users 12 in card acquisition events in order to increase the variety of additional attributes in generation events. As mentioned above, acquiring original cards created by other users 12 requires completing battle events, which can enhance the interest in the event part.
[0154] (1-11) The first user 12a can generate an original card that takes into account the attributes of the original card generated by the second user 12b, in addition to their own attributes. Therefore, the value of making the original card generated by the second user 12b available can be increased.
[0155] (1-12) Cards used to create the original card as additional attribute cards are removed from user 12's card collection. This provides user 12 with an incentive to collect cards with their preferred attributes.
[0156] [Second Embodiment] In the following description, the same reference numerals are used for the same configurations and controls as those described in the previously described embodiments, and detailed explanations are omitted or simplified.
[0157] In the first embodiment's supply lottery part 71, even if user 12 wins an equipment item that is the same as an equipment item that user 12 already possesses, user 12 is given the duplicate equipment item. In contrast, in the second embodiment, if user 12 wins an equipment item that is the same as an equipment item that user 12 already possesses, user 12 is not given the duplicate equipment item, and the parameters of the equipment item that user 12 already possesses are changed.
[0158] In the following explanation, changing the parameters of an equipment item already owned by user 12, without having the user possess the equipment item, will simply be referred to as "performance change." In other words, performance changes can be understood as being possible by consuming the equipment item in exchange for a duplicate equipment item. In the following explanation, a performance change when the number of performance changes Et is m or less will be referred to as a "normal performance change." Furthermore, a performance change that occurs after the number of performance changes Et has reached m will be referred to as a "special performance change." Note that "common" in relation to objects such as equipment items is not limited to all elements constituting the object being completely identical, but is intended to include cases where some elements are different. Examples of some elements being different include, for example, weapons with the same name data 51, but where, for example, the attack power data 55 is set slightly higher for a limited time, or where some of the image data 52 is different. A detailed explanation follows below.
[0159] <Summary of performance changes> As shown in Figure 22, item data D5 stores classification data 81, name data 82, first effect data 83, and second effect data 84, associated with the item ID. For example, classification data 81 indicates whether the equipped item is a weapon, armor, or accessory. For example, name data 82 indicates the name of the equipped item. First effect data 83 is a parameter that indicates the performance of each equipped item. For example, the first effect data 83 for a weapon may be an added value for attack power, the first effect data 83 for armor may be an added value for defense power, and the first effect data 83 for an accessory may be an added value for durability. Thus, first effect data 83 is an example of a first parameter that affects battle events included in the event part. The first parameter does not affect generation events. Battle events are an example of a first event. Generation events are an example of a second event that is different from the first event.
[0160] The first effect data 83 includes the base effect data when the number of performance changes Et is 0, and the effect data after each change when the number of performance changes Et increases to 1, 2, ..., m times. It is desirable that the first effect data 83 increases each time the number of performance changes Et increases. However, it is not limited to this, and the first effect data 83 may decrease each time the number of performance changes Et increases. For example, the weapon "One-Handed Sword" has "Attack Power +10" set as its base effect data, while "Attack Power +40" is set as the effect data after 3 performance changes. The first effect data 83 does not change once the number of performance changes Et reaches m times, even if the number of performance changes Et increases thereafter. In other words, m times is the upper limit and maximum number of performance changes targeting the first effect data 83. When the number of performance changes Et reaches m times, a predetermined condition is met, and the change of the first parameter stops. It is desirable that the amount of change in the first effect data 83 is maximized when the number of performance changes Et reaches m times. The following explanation uses m=3 as an example, but is not limited to m=3. Note that if a parameter is more advantageous when the first effect data 83 is a large number, then it is desirable that the first effect data 83 be maximized when the number of performance changes Et reaches m. If a parameter is more advantageous when the first effect data 83 is a small number, then it is desirable that the first effect data 83 be minimized when the number of performance changes Et reaches m.
[0161] The second effect data 84 has different parameters set compared to the first effect data 83. For example, the second effect data 84 may be the probability p that the number of cards that can be selected as additional attribute cards in a generation event is the second number among the first number and the second number which is greater than the first number. For example, the first number may be 1 and the second number may be 2. For example, the probability p remains constant even if performance changes occur until the number of performance changes Et reaches m times. On the other hand, after the number of performance changes Et reaches m times, the probability p improves with each performance change, approaching 1. In other words, there is no upper limit set for the number of special performance changes. Furthermore, the probability p when the number of performance changes Et is m or less should be smaller than the probability p when the number of performance changes Et exceeds m times. The second effect data 84 is an example of a second parameter that affects generation events. For example, the second effect data 84 does not affect battle events.
[0162] This is not limited to this example; special performance changes may effectively have no upper limit on the number of times they occur, for example, by setting a maximum number of times such as 100, 1000, and 100,000, which is extremely unlikely to be reached in the game from the perspective of the service provision period and probability. Furthermore, the first effect data 83 and the second effect data 84 should be activated when the equipment item is equipped to the avatar. In other words, the first and second parameters of equipment items that are not equipped to the avatar do not apply to battle events and generation events, respectively.
[0163] As described above, in user data D1, the user ID is associated with and stored with the card ID, equipment item ID, and consumable item ID, etc. Associating an equipment item ID with a user ID means that user 12 possesses the object corresponding to that equipment item ID. Furthermore, a battle event, which is an example of the first event, can be progressed using cards, which are objects different from equipment items. Cards are an example of a second service element, which is different from the first service element.
[0164] For example, in a battle event, the hit points of enemy characters are reduced according to the combined attack power of the weapon equipped by the avatar and the cards used. In other words, the first effect data 83 influences the use of cards in a battle event. A second example of an event is a generation event, where cards can be generated using generation models M1 and M2. The second effect data 84 influences the probability p that the number of selectable additional attribute cards becomes 2 instead of 1. In other words, the second effect data 84 influences the generation of cards.
[0165] The first effect data 83 affects the use of card 50 in the nth battle event (where n is an integer greater than or equal to 1). In contrast, the second effect data 84 is not used in the nth battle event, but affects subsequent generation events. In these generation events, two additional attributes can be selected with a probability p corresponding to the second effect data 84, influencing the generation of original cards usable in battle events from the (n+1)th onward. In other words, the second effect data 84 affects cards that are not used in the nth battle event, but are used in battle events from the (n+1)th onward.
[0166] <Process flow for running the game> This section describes an example of the process flow for conducting a lottery for prize distribution. As shown in Figure 23, in step S200, the processor 21 of terminal 20 accepts the lottery start operation. In step S201, the processor 21 of terminal 20 sends a provision lottery request to the first server 30a. The provision lottery request includes data indicating that a provision lottery will be performed. The provision lottery request also includes data indicating whether it is a single lottery or an N-consecutive lottery. In step S202, the processor 31 of the first server 30a receives the provision lottery request.
[0167] In step S203, the processor 31 of the first server 30a performs the xth item distribution lottery using a predetermined random number. In step S204, the processor 31 of the first server 30a determines whether or not the user 12 has won an equipment item that they already possess. If the result of the determination in step S204 is NO, in step S205, the processor 31 grants the winning equipment item to the user 12. As an example, the item ID of the winning equipment item may be associated with the user ID of the user 12 and stored in the user data D1, thereby allowing the user 12 to possess the equipment item.
[0168] If the result of step S204 is YES, in step S206, it is determined whether the number of performance changes of the equipment items owned by user 12 is less than the upper limit of normal performance changes, which is m times. If the result of step S206 is YES, in step S207, the processor 31 of the first server 30a updates the first effect data 83 (first parameter). For example, the processor 31 may update the first effect data 83 associated with the equipment item ID associated with the user ID to the first effect data 83 when the number of performance changes Et has increased by 1.
[0169] If the result of the judgment in step S206 is NO, in step S208, the processor 31 of the first server 30a updates the second effect data 84 (second parameter). For example, the processor 31 may update the second effect data 84 associated with the equipment item ID associated with the user ID to the second effect data 84 when the number of performance changes Et has increased by 1.
[0170] When steps S205, S207, and S208 are completed, in step S209, the processor 31 of the first server 30a determines whether the number of times the provision lottery has been performed has reached N. For example, N may be 1 or 10. If the result of the determination in step S209 is NO, the processor of the first server 30a adds 1 to the number of times the provision lottery has been performed x and returns to step S203. If the result of the determination in step S209 is YES, in step S210, the processor 31 of the first server 30a sends a lottery result notification to the terminal 20. For example, the lottery result notification may include data indicating the type and number of equipment items that have been granted to the user 12. The lottery result notification may include data indicating the result of one or more normal performance changes if such changes have occurred. The lottery result notification may include data indicating the result of one or more special performance changes if such changes have occurred.
[0171] In step S211, the processor 21 of terminal 20 receives a lottery result notification. In step S212, the processor 21 of terminal 20 displays the lottery result on the display device 27. With this, the series of processes for executing the lottery are completed.
[0172] The processor 31 of the first server 30a functions as a game control unit 300 by performing processing for performing a provision lottery, and constitutes an example of a management unit that manages the first and second parameters of a weapon associated with the user 12. The weapon is an example of a first service element. The processor 31 of the first server 30a functions as a game control unit 300 by performing processing for performing a provision lottery, and constitutes an example of a change unit that changes parameters.
[0173] The processor 31, which functions as a change unit, associates the acquired equipment item with the user 12 in the first situation. The first situation is when an equipment item not associated with the user 12 is acquired. In this disclosure, "acquired" with respect to a service element (object) means the state prior to being possessed by the user 12, in which the right to possess or use the service element for performance modification is acquired. Winning the lottery for provision is one way of acquiring a service element.
[0174] The processor 31, which functions as a change unit, in the second situation does not associate the acquired equipment item with the user 12, changes the first parameter, and does not change the second parameter. The second situation is when an equipment item common to an equipment item associated with user 12 is acquired, and the amount of change in the first parameter of that equipment item associated with user 12 has not reached its maximum.
[0175] The processor 31, which functions as a change unit, in the third situation, does not associate the acquired equipment item with the user 12, does not change the first parameter, and changes the second parameter. The third situation is when an equipment item common to an equipment item associated with user 12 is acquired, and the amount of change in the first parameter of that equipment item associated with user 12 has reached its maximum.
[0176] Thus, when the change amount of the first parameter of the equipment item associated with user 12 has not reached its maximum, the second parameter will not change when the first parameter changes. Furthermore, the second parameter becomes changeable only after the change amount of the first parameter of the equipment item associated with user 12 has reached its maximum.
[0177] <An example of a display screen on a terminal's display device> This explains the lottery result screen 500. As shown in Figure 24, as an example, when a weapon, which is a type of equipment item 80, is given to user 12, the lottery result screen 500a may include a winning item notification panel 501, an item icon 502, and a performance panel 503. The winning item notification panel 501 may include information indicating that the equipment item 80 has been won in the lottery and its name, such as "Got a one-handed sword!". The item icon 502 may include information indicating the equipment item 80 won in the lottery, such as image data that mimics the equipment item 80. The performance panel 503 may include information indicating the first effect data 83 of the equipment item 80, such as the text "Attack Power +10". Each lottery result screen 500 may include a single draw button 504 and an N-consecutive draw button 505. It may be possible to initiate a single draw by tapping the part of the display device 27 where the single draw button 504 is displayed. It would be preferable if the lottery start operation, which instructs the N-consecutive draw, could be initiated by tapping the portion of the display device 27 where the N-consecutive draw button 505 is displayed.
[0178] The lottery result screen 500b when a normal performance change occurs may further include a normal count panel 506 and a normal result window 507. The normal count panel 506 may include information indicating the number of normal performance changes, such as the text "+1". The normal count panel 506 may also include information indicating that the normal performance change has reached its upper limit, such as the text "MAX". The normal result window 507 may include information indicating that a normal performance change has occurred and the changes in the first effect data 83 due to the normal performance change, such as the text "Normal performance change" and "Attack power +10".
[0179] The lottery result screen 500c when a special performance change has occurred may further include a special count panel 508. The special count panel 508 may include information indicating the number of times the special performance change has occurred, such as the text "+5". The lottery result screen 500c may include a special result window 509 instead of the normal result window 507. The special result window 509 may include information indicating that a special performance change has occurred and the changes in the second effect data 84 due to the special performance change, such as the text "Special performance change" and "Additional attribute x2 probability increase".
[0180] <Effects of the second embodiment> The effects of the second embodiment will now be described. (2-1) The first parameter affects the battle event, while the second parameter does not affect the battle event but affects the generation event. When the change in the first parameter of an equipment item associated with the user has reached its maximum, and another equipment item common to that item is acquired, the first parameter remains unchanged, but the second parameter is changed. Therefore, it is possible to suppress the large impact on the battle event caused by the first parameter continuously changing each time an equipment item is acquired. In addition, by changing the second parameter related to the generation event, it is possible to make it easier for the user to feel that they have acquired an item multiple times. Furthermore, even when the change in the first parameter has reached its maximum, it is possible to motivate the user to acquire more equipment items. Thus, the user's interest can be improved.
[0181] (2-2) The first parameter does not affect generation events, and the second parameter does not affect battle events. Therefore, since the events affected by the first and second parameters are different, it is easier to understand what is affected by acquiring equipment items.
[0182] (2-3) The first parameter affects the use of cards, and the second parameter affects the creation of cards. Therefore, since the uses of each parameter are completely different, even when the change in the first parameter has reached its maximum, it is possible to motivate the player to acquire even more equipment items.
[0183] (2-4) The first parameter affects the use of cards in the nth battle event. On the other hand, the second parameter affects the cards themselves that are not used in the nth battle event but are used in the (n+1)th battle event. Therefore, since the uses of each parameter are completely different, even when the change in the first parameter has reached its maximum, it is possible to motivate players to acquire even more equipment items.
[0184] (2-5) The first parameter changes by acquiring common equipment items until the amount of change in the first parameter reaches its maximum. Therefore, even until the amount of change in the first parameter reaches its maximum, the user 12 will be motivated to acquire more equipment items.
[0185] (2-6) Until the change in the first parameter reaches its maximum, the second parameter will not change even if the first parameter changes. The second parameter becomes changeable only after the change in the first parameter reaches its maximum. Therefore, whether or not the second parameter is changeable differs before and after the change in the first parameter reaches its maximum, making it easier to understand the parameters that change due to the duplication of equipped items.
[0186] (2-7) As a second parameter, a probability p is defined for the number of additional attribute cards to increase. Therefore, by increasing the second parameter, user 12 can more easily have the image generation model M1 generate image data 52 that are more to their liking. Thus, user 12 can be motivated to acquire more equipment items.
[0187] (2-8) In the lottery for equipment, if user 12 wins an equipment item that is the same as the equipment item associated with them, the equipment item will be consumed and the performance will be changed automatically. Therefore, user 12 does not need to perform any operations to instruct the performance change, thus increasing convenience.
[0188] (2-9) The in-game value provided in the lottery cannot be transferred to other users 12. Therefore, users 12 must acquire equipment items on their own to increase the number of performance changes Et. This can increase the motivation to acquire equipment items themselves.
[0189] (2-10) The second parameter continues to change each time the first service element is acquired, thus continuing to provide the benefit of acquiring more first service elements. [Third Embodiment] In the first and second embodiments, the original card generated by the first user 12a was configured to be usable by the first user 12a in the game. In contrast, the third embodiment differs from the first and second embodiments in that the original card generated by the first user 12a cannot be used by the first user 12a in the game, but can be used by the second user 12b. This will be explained in detail below.
[0190] As shown in Figure 25, the memory 32 of the first server 30a, which functions as a storage unit 330, stores q image data 52 associated with each combination of multiple name data 51 and multiple attribute data 53. For example, q may be 2 or more. Each image data 52 is image data generated by the image generation model M1 using a second prompt 60b generated based on the name data 51 and attribute data 53. In other words, the storage unit 330 stores image data 52 generated by the image generation model M1 based on combinations of name data 51 and attribute data 53. In the following description, the combination of name data 51 and attribute data 53 that forms the basis data for the second prompt 60b will simply be referred to as the "generated dataset". The language generation model M2 determines the name data from a predetermined list of name data 51. For example, the list of name data may contain 100 types of name data 51. For example, the attribute data 53 may consist of 100 predetermined types.
[0191] <Processing flow for running the game> This section describes an example of the processing flow for executing a generation event. As shown in Figures 15 and 26, steps S140 to S154 are the same as in the first and second embodiments. When step S154 is completed, the processor 31 of the first server 30a moves to step S300. In step S300, the processor 31 of the first server 30a retrieves one or more image data 52 from among a plurality of image data 52 stored in memory 32. As an example, the processor 31 identifies a generated dataset from the name data 51 received in step S146 and the additional attribute data 53b received in step S154. The processor 31 retrieves one of the q image data 52 associated with the identified generated dataset. The processor 31 may retrieve the oldest generated image data 52 among the q image data 52, or it may retrieve an image data 52 determined by a lottery using a predetermined random number. Then, when the processor 31 retrieves an image data 52, it deletes the image data 52 from memory 32. In other words, the processor 31 erases the used image data 52. The following steps S161 to S171 are the same as those in the first and second embodiments.
[0192] <Processing flow for adding image data> The process for adding image data is executed at predetermined intervals. The process for adding image data is executed in parallel with the process for executing the generation event. In other words, the replenishment of image data 52 is performed by the user 12 independently of gameplay.
[0193] As shown in Figure 27, in step S310, the processor 31 of the first server 30a determines whether there is a shortage of stored image data 52. For example, the processor 31 determines whether there is a generated dataset in memory 32 for which the number of image data 52 associated with each generated dataset is less than q. If the result of the determination in step S310 is NO, the processor 31 of the first server 30a terminates the process of adding image data.
[0194] If the result of step S310 is YES, in step S311, the processor 31 of the first server 30a generates a second prompt 60b using the generated dataset in which the image data 52 is missing as the base data. The manner in which the second prompt 60b is generated is the same as in the embodiment already described. Steps S312 to S316 are identical to steps S156 to S160 shown in Figure 16, so a detailed explanation is omitted. In step S317, the processor 31 of the first server 30a stores the image data 52 generated by the image generation model M1 in memory 32, associating it with the generated dataset used as the base data for the second prompt 60b in step S311. With this, the series of processes for adding image data is completed.
[0195] <Effects of the Third Embodiment> The effects of the third embodiment will be described. (3-1) In the game, the higher the quality of the image data, the more appealing it is to the user 12. On the other hand, the time required for the image generation model M1 to generate the image data 52 increases as the quality of the image data is increased. In contrast, in this embodiment, image data 52 is generated and stored in advance for each generation dataset, and the image data 52 corresponding to the set of name data 51 based on the user 12's behavior log and attribute data 53 specified by the user 12 is used. Therefore, high-quality image data 52 can be provided to the user 12 with less waiting time.
[0196] (3-2) The image data 52 consumed in the generation event is generated and replenished in the image generation model M1 in parallel with the execution of the game by each user 12. Therefore, it is possible to prevent the storage of image data 52 from becoming too low.
[0197] <Example of changes> The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0198] (Example of change 1) In the first embodiment, a card may have multiple attribute data 53. For example, attribute data 53 may be set to include first attribute data and second attribute data. In this case, all common cards provided to user 12, including the initial card, may have common first attribute data set, while the second attribute data is not set. Then, in step S152, the first user 12a is made able to select one common card and one original card from among the cards he possesses (see Figure 15). The original card that can be selected here may be either an original card generated by the first user 12a or an original card generated by the second user 12b.
[0199] In step S155, the second prompt 60b is preferably generated using the name data 51, the first attribute data of the selected common card, and the first attribute data of the original card as the base data (see Figure 16). Then, in step S168, the first attribute data of the common card selected in step S152 and the first attribute data of the original card are set as the first attribute data and second attribute data of the newly generated original card, respectively. With this configuration, each user 12's cards, except for original cards generated by other users 12, will always maintain the first attribute data set for the initial card. In other words, the first attribute data is set when user 12 starts using the service and cannot be changed while using the service. On the other hand, the second attribute data may inherit the first attribute data of an original card generated by another user 12. Therefore, while unifying the first attribute data creates a sense of unity among the cards owned, it is also possible to give the impression of different attributes.
[0200] (Example of change 2) In the first embodiment, the card acquisition event was executed after the battle event ended, regardless of the outcome of the battle event. However, the card acquisition event may be executed only if the player wins the battle event. In other words, the predetermined timing for accepting the selection of the second object may be the timing when the player wins a battle against an enemy character, which is an example of an enemy object. According to this modified example, as a reward for winning a battle against an enemy character, the player has a chance to acquire an original card created by another user 12. Therefore, an incentive can be given to try to win a battle against an enemy character.
[0201] The card acquisition event, which occurs at a predetermined timing, may be executed as an event in the preparation phase, or as a reward for participating in the distribution lottery phase. Furthermore, the card acquisition event may be configured to grant the card determined as the provided card to user 12 without requiring any selection action from user 12. For example, an original card generated by second user 12b may be given to first user 12a as a reward for resuming the game (a so-called login bonus). The original card generated by second user 12b may also be set as the target for the distribution lottery.
[0202] (Example of change 3) In the first embodiment, in the card acquisition event, the provided card was determined in step S120 without considering score data 58, which serves as an indicator of the card's strength (see Figure 14). However, in step S120, the processor 31 of the first server 30a may determine the provided card in such a way that the scores increase in the order of common card < original card generated by second user 12b < original card generated by first user 12a.
[0203] For example, suppose the upper and lower limits of the score range s increase in the order of "y", "y+1", and "y+2" as the game progress. Let's assume that the first user 12a's progress is y+2. In this case, the processor 31 should determine which of the original cards generated by the second user 12b has score data 58 set for the score range s corresponding to progress y+1. The processor 31 should also determine which of the common cards has score data 58 set for the score range s corresponding to progress y. According to this modified example, by executing step S120, the processor 31, which functions as an example of the presentation unit, presents the first user with a second object that has a lower value compared to the first object.
[0204] According to this example of change, the value of original cards can be increased compared to common cards. Also, according to this example of change, generating original cards in a generation event makes it easier to obtain cards with higher scores than acquiring original cards in a card acquisition event. In other words, the second object that becomes available is of lower value than the first object generated by the first user. Therefore, it is possible to increase the motivation of the first user to devise ways to use the service in order to acquire a more desirable first object.
[0205] (Example of change 4) In the first embodiment, the original card generated by the second user 12b may be associated with the first user 12a at a specific timing without requiring any action from the first user 12a. The specific timing may be a card acquisition event. The specific timing may be a time after the first user 12a's original card has been generated, such as during the execution of the preparation part, and before the next event part begins. The specific timing may also be a time when the first user 12a's original card is generated, such as during the execution of the generation event.
[0206] (Example of change 5) In the first embodiment, when generating the second prompt 60b in step S155, the basic data includes the name data 51 received in step S146 and the additional attribute data 53b and basic attribute data 53a received in step S154 (see Figure 16). However, the processor 31 may generate the second prompt 60b without including the basic attribute data 53a in the basic data. Furthermore, the card 50 selected as an additional attribute card is not limited to being consumed (deleted) when generating the original card, but may remain as a possessed card without being consumed.
[0207] The first prompt 60a and the third prompt 60c are not limited to being generated using a portion of the behavior log data D2 as basic data, but may also be generated using all of it as basic data. The second prompt 60b may be generated using a portion or all of the behavior log data D2 as basic data. Furthermore, the system is not limited to using behavior log data D2 as usage information according to the service usage status. For example, the usage information used as the basic data for prompt 60 may include the user 12's login frequency, service usage period, number of registered friends, number of registered followers, and number of followers.
[0208] (Example of change 6) In the second embodiment, the second parameter is not limited to the probability p that the number of selectable additional attribute cards in the generation event is a second number. For example, it may be a score coefficient c that changes the score data 58 determined by the processor 31 of the first server 30a in step S168. For example, the processor 31 may determine the final score data 58 by multiplying the score determined by lottery from the score range s by the score coefficient c. For example, the relationship between the score coefficient c, the number of performance changes Et, and the change coefficient a may be such that c = 1 + aEt holds. As an example, the change coefficient a is "0.05", but is not limited to this. According to this, after the number of performance changes Et reaches m, the score coefficient c increases by a for every 1 increase in the number of performance changes Et. It is good practice to keep c constant at 1 until the number of performance changes Et reaches m. According to this modified example, the more the number of performance changes Et increases, the more likely the score data 58 is to become a large value, and as a result, stronger original cards are more likely to be generated. The method is not limited to this; the lower and upper limits of the score range s may also be multiplied by the score coefficient c. In this case, separate score coefficients c may be provided for the lower limit of the score range s and for the upper limit of the score range s. In this modified example, the score coefficient c as the second parameter does not affect the battle event, but does affect the generation event.
[0209] Furthermore, the second parameter may be a parameter of prompt 60 input to the image generation model M1. For example, the second prompt 60b may include text specifying the number of colors r when generating the image data 52, such as "The number of colors to use in the image data will be r". In this case, the relationship between the number of colors r, the number of performance changes Et, and the coefficient of change b should be r = 2 + bEt. The coefficient of change b is, for example, "5", but is not limited to this. According to this modification example, after the number of performance changes Et reaches m times, the number of colors r increases by b for each increase of 1 in the number of performance changes Et. It is good practice to keep r constant at 2 until the number of performance changes Et reaches m times. According to this modification example, as the number of performance changes Et increases, the number of colors used in the image data 52 increases, making it easier to generate original cards containing more colorful image data 52.
[0210] The second parameter is not limited to this; it may be a value specifying the gloss intensity in the image data 52, the number of motifs included in the image data 52, or the number of selectable additional attribute cards. The number of selectable additional attribute cards can be said to be the number of attribute data included in the second prompt 60b. The second parameter may also be the length of playback time and the number of voices for the music and sound effects associated with the card. Even with this configuration, the second parameter does not affect the battle event, but does affect the generation event.
[0211] Furthermore, in the second embodiment, multiple groups to which one or more equipment items belong may be provided, and when an equipment item belonging to the same group as an equipment item already possessed is newly acquired, the equipment item may not be given to the user 12, and the parameters of the equipment item already possessed may be changed. In other words, "common" with respect to objects may mean belonging to the same group. Also, in the second embodiment, acquiring an object that can be used to change performance is not limited to winning a lottery. For example, an object that can be used to change performance may be acquired as a reward when restarting the game (a so-called login bonus), or it may be acquired by spending in-game currency to purchase it at an in-game shop. In addition, an object that can be used to change performance may be acquired as a reward for completing a predetermined event, such as the card acquisition event in the first embodiment.
[0212] (Example of change 7) In the second embodiment, the first effect data 83 (first parameter) may be disclosed to the user 12, while the second effect data 84 (second parameter) may not be disclosed to the user 12. As described above, the first effect data 83 is a parameter corresponding to the first event, and the second effect data 84 is a parameter corresponding to the second event. For example, in the lottery result screens 500a to 500c, the performance panel 503 and the normal result window 507 related to the first effect data 83 may be displayed, while the special result window 509 related to the second effect data 84 may not be displayed (see Figure 24).
[0213] Thus, the first parameter is displayed to the user in association with the first game element, while the second parameter is not displayed to the user in association with the first game element. According to this example of modification, the second parameter becomes a so-called "hidden parameter," which provides the enjoyment of predicting what effects will occur as a result of changes in the performance of the first game element.
[0214] (Example of change 8) In the second embodiment, the second parameter is set even when the change in the first parameter has not reached its maximum. However, the second parameter may not be set when the change in the first parameter of the equipment item associated with user 12 has not reached its maximum. In this case, it is preferable that the second parameter be set after the change in the first parameter of the equipment item associated with user 12 has reached its maximum.
[0215] According to this example, the second parameter is not set until the change in the first parameter reaches its maximum. After the change in the first parameter reaches its maximum, the second parameter is set and becomes changeable. Therefore, the presence or absence of the second parameter differs before and after the change in the first parameter reaches its maximum, making it easier to understand which parameter changes due to performance changes.
[0216] (Example of change 9) In the third embodiment, when the stored image data 52 has been consumed, the trigger for starting the process to add more image data 52 is defined as a shortage of stored image data 52, but this is not limited to this. For example, before or after the execution of step S300, steps S155 to S160 may be executed in the same manner as in the first embodiment to cause the image generation model M1 to generate image data 52 (see Figures 16 and 26). The image data 52 generated by the image generation model M1 may then be stored in memory 32 in association with the generated dataset used as the basis data for the second prompt 60b.
[0217] (Example of change 10) In each embodiment, the battle event is not limited to allowing the use of all of the user 12's cards. In this case, the preparation part may be configured to select cards from the owned cards to be used in the battle event and create a set of cards to be used (a so-called deck).
[0218] (Example of change 11) In each embodiment, each service element is not limited to being an object resembling a card. For example, each service element may be an object resembling a fighter, an object resembling a weapon, or an object resembling an animal. Furthermore, the first object and the second object are not limited to being the same object, but may be different objects. For example, the first object may be a card, while the second object is an equipment item.
[0219] The availability of each service element (object) is not limited to possessing the service element or being able to use it repeatedly in battle events. For example, each service element may be a consumable element that is consumed by one or more uses, and may be something that is set in user 12's profile, such as a title or medal. A first service element (first object) created by first user 12a is preferably available to first user 12a, but may also be available to second user 12b and unavailable to first user 12a. A second service element (second object) created by second user 12b is preferably available to second user 12b, but may also be available to first user 12a and unavailable to second user 12b.
[0220] (Example of change 12) In each embodiment, the game is not limited to a game that uses cards 50 as service elements and objects. For example, the game may be any of the following: RPG (Role-Playing Game), action game, shooting game, racing game, adventure game, strategy game, simulation game, and music game (rhythm). Each service element and each object may be changed according to the content of the game. For example, in a racing game, each service element may be a vehicle driven by an avatar, and in a shooting game, each service element may be a fighter jet piloted by an avatar.
[0221] (Example of change 13) In each embodiment, the information processing system 10 is not limited to providing games as a service, but may be configured to provide services other than games. For example, when providing learning support as a service, the service element may be a teacher character, and a learning event may be provided as the first event, in which the user works on learning tasks with the character, and a generation event may be provided as the second event, in which the character is generated by generative models M1 and M2. In the learning event, the teacher character may provide hints for the tasks or state whether the answers are correct or incorrect. For example, when providing e-commerce as a service, the service element may be an advisor character, and a purchase event may be provided as the first event, in which the user purchases products while listening to the character's advice, and a generation event may be provided, in which the character is generated by generative models M1 and M2. The advisor character may introduce recommended products to the user 12 or guide them to stores with low prices.
[0222] [Example of change 14] The execution order of the processes and steps described above is merely an example and is not limited thereto. The execution order of the processes and steps can be arbitrarily changed as long as it does not deviate from the embodiment and its modifications.
[0223] [Example of change 15] One or more modules or functions provided by terminal 20 and server 30 may be implemented by circuits such as ASIC (Application Specific Integrated Circuit), PLD (Programmable Logic Device), FPGA (Field-Programmable Gate Array), and MCU (Micro Control Unit).
[0224] [Example of change 16] One or more modules or functions provided by terminal 20 and server 30 may be implemented by software using a processor. The computer comprises a processor, memory, and storage. The above-mentioned programs and various data are recorded in storage so that they can be read by the processor. The programs are loaded into memory. The functions of this disclosure can be realized by the processor reading the above-mentioned programs from storage and executing them. The storage may be implemented as a non-volatile storage device, as already described.
[0225] [Example of change 17] The program may be supplied to the computer via any transmission medium capable of transmitting it (such as a communication network or broadcast waves). The program may also be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0226] [Example of change 18] The game program on server 30 and the game program on terminal 20 can be perceived as a single program, or they can be perceived as separate programs. Alternatively, server 30 may perform all processing and display the results as an image on the display device 27 of terminal 20.
[0227] [Example of change 19] Any specific processes and steps among those described in the embodiments and modified examples may be executed by the processor 31 of the server 30, while processes and steps different from those specific may be executed by the processor 21 of the terminal 20. In other words, in the information processing system 10, the computer may consist of one or more terminals 20 and one or more servers 30. For example, all of the various means and functional units that can be implemented by the processor 31 of the server 30 may be implemented by the processor 21 of the terminal 20. For example, some of the various means and functional units that can be implemented by the processor 31 of the server 30 may be implemented by the processor 31 of the server 30, and the remainder may be implemented by the processor 21 of the terminal 20.
[0228] The various functional units described in the embodiments and modifications are not limited to being composed of a single processor 31, but may be composed of a single server 30 or a plurality of processors included in a plurality of servers 30. The various functional units described in the embodiments and modifications are not limited to being composed of a single processor 21, but may be composed of a single terminal 20 or a plurality of processors included in a plurality of terminals 20. Furthermore, the various functional units may be composed of one or more terminals 20 and one or more processors included in one or more servers 30. Thus, a computer may be composed of one or more terminals 20, one or more servers 30, or may be composed of one or more terminals 20 and one or more servers 30.
[0229] [Example of change 20] When terminal 20 performs all of the processes and steps described in the embodiments and modifications, terminal 20 may be configured not to communicate with other devices when performing these processes and steps. Furthermore, the computer is not limited to being composed of terminal 20 and / or server 30. The computer may be a device that does not communicate with other devices. For example, the computer may be a stationary device for home or business use, or it may be a portable device.
[0230] <Note> This disclosure includes the following embodiments. (assignment) For example, the aim is to improve interest.
[0231] (Solution 1) Conventionally, game systems are known in which multiple players compete using decks composed of multiple objects (for example, Japanese Patent Publication No. 2023-12523). The game system disclosed in Patent Document 1 is configured so that one player can refer to a deck compiled by another player. However, in the prior art, the objects that a player can refer to are objects that have been prepared in advance in the system. Therefore, even if a player can refer to another player's objects, the objects themselves are not novel, and there was room to improve user interest. One aspect of this disclosure aims to improve interest.
[0232] [A1] A program that causes a computer to function as a service provider unit that provides services, a first generation unit that causes a generation model to generate a new first object that is available for use by the first user in the service, based on first usage information corresponding to the first user's usage of the service, a second generation unit that causes a generation model to generate a new second object that is available for use by the second user in the service, based on second usage information corresponding to the second user's usage of the service, and a usage unit that makes the second object available for use by the first user in the service.
[0233] For example, in addition to being able to use a new first object generated using the generative model based on the first user's first usage information, a new second object generated using the generative model based on the second user's second usage information can also be used. Therefore, the number of situations in which the first user can use new objects can be increased. Thus, user interest can be improved.
[0234] [A2] The program described in [A1], wherein the computer functions as a presentation unit that presents the second object to the first user and a selection unit that accepts the first user's selection of the second object, and the utilization unit makes the second object selected by the selection unit available for the first user to use in the service.
[0235] For example, the first user can select the second object they want to use according to their preferences. Therefore, the user's interest can be enhanced. [A3] The program described in [A1] or [A2] causes the presentation unit to present a plurality of the second objects to the first user.
[0236] For example, multiple second objects are presented to the first user. Therefore, the opportunities to see new objects increase, thus improving user interest. [A4] The program described in any one of [A1] to [A3] wherein the plurality of objects that the presentation unit presents to the first user include the second object according to a predetermined probability.
[0237] For example, not all objects presented to the first user are necessarily second objects, so it's possible to pique the user's interest by considering whether or not they can see new objects.
[0238] [A5] The program described in any one of [A1] to [A4] causes the presentation unit to present to the first user a second object which has a lower value than the first object.
[0239] For example, the second object that becomes available is of lower value than the first object created by the first user. Therefore, this can increase the motivation for the first user to devise ways to use the service in order to obtain a more desirable first object.
[0240] [A6] A program described in any one of [A1] to [A5] in which the plurality of objects that the presentation unit presents to the first user include a third object prepared by the service provider.
[0241] For example, since a third object prepared by the service provider is also presented, the range of choices for the first user can be broadened. [A7] The selection unit accepts the selection of the second object at a predetermined timing, and is a program described in any one of [A1] to [A6].
[0242] For example, the first user can select the second object at a predetermined time. Therefore, the first user can be made to anticipate the arrival of that predetermined time.
[0243] [A8] The service is a game that includes a battle against an enemy object, and the predetermined timing is the timing when the battle against the enemy object is won, as described in any one of [A1] to [A7].
[0244] For example, by making the second object available after defeating the enemy object, the first user can be motivated to win the battle against the enemy object.
[0245] [A9] A program described in any one of [A1] to [A8], wherein the first object includes a first attribute associated with the first user, and the second object includes a second attribute associated with the second user.
[0246] For example, since the first and second objects each contain attributes specific to the user, each object can be characterized. [A10] A program described in any one of [A1] to [A9], wherein the first attribute is set when the first user starts using the service and cannot be changed while using the service, and the second attribute is set when the second user starts using the service and cannot be changed while using the service.
[0247] For example, the attributes assigned to each user cannot be changed after the service is launched. Therefore, the attributes of each object can be made unique to each user. [A11] The program described in any one of [A1] to [A10], wherein the first generation unit causes the generation model to generate the first object based on attribute information corresponding to the second attribute contained in the second object, when the first user can use the second object.
[0248] For example, in addition to their own first attributes, the first user can cause the first object to be generated by taking into account the second attributes of the second object. Therefore, the value of making the second object available can be increased.
[0249] (Solution 2) Conventionally, service elements determined by a lottery with virtual currency or the like as consideration have been given to users (for example, Japanese Patent Application Laid-Open No. 2022-127910). For example, the service elements are cards, characters, equipment, items, and the like. Also, such a lottery is called a gacha (registered trademark), gasha (registered trademark), fukubiki, or summoning. In one aspect of the present disclosure, the purpose is to improve the interestingness.
[0250] [B1]A program that causes a computer to function as a management unit that manages a first parameter that affects a first event and a second parameter that does not affect the first event and affects a second event different from the first event as parameters of a first service element associated with a user, and a change unit that, when a first service element common to the first service element associated with the user is further acquired in a state where the change amount of the first parameter of the first service element associated with the user has reached the maximum, does not associate the further acquired first service element with the user, does not change the first parameter, and changes the second parameter.
[0251] For example, the first parameter affects the first event, while the second parameter does not affect the first event but affects the second event. If the change in the first parameter of a first service element associated with a user has reached its maximum, and another first service element common to that element is acquired, the first parameter remains unchanged, while the second parameter is changed. Therefore, it is possible to suppress the excessive impact on the first event caused by the continuous change in the first parameter each time a first service element is acquired. Furthermore, by changing the second parameter related to the first service element, it becomes easier for users to feel that they have acquired a service element. And even when the change in the first parameter has reached its maximum, it is possible to motivate users to acquire more first service elements. Thus, the level of interest can be improved.
[0252] [B2] The program described in [B1], wherein the first parameter is a parameter that does not affect the second event. For example, the first parameter does not affect the second event, and the second parameter does not affect the first event. Therefore, because the first and second parameters affect different events, it becomes easier to understand what is affected by further acquisition of the first service element.
[0253] [B3] The program described in [B1] or [B2], wherein the first event can proceed using a second service element different from the first service element, the first parameter influences the use of the second service element in the first event, and the second event can generate the second service element using a generative model, the second parameter influences the generation of the second service element.
[0254] For example, the first parameter affects the use of the second service element, and the second parameter affects the generation of the second service element. Therefore, because the uses of each parameter are completely different, even when the change in the first parameter has reached its maximum, it is possible to motivate the user to acquire more of the first service element.
[0255] [B4] The program described in any one of [B1] to [B3], wherein the first event can proceed using a second service element different from the first service element, the first parameter affects the use of the second service element in the nth (where n is an integer greater than or equal to 1) first event, and the second parameter affects the second service element that is not used in the nth first event but is used in the (n+1)th and subsequent first events.
[0256] For example, the first parameter affects the use of the second service element in the nth first event. On the other hand, the second parameter affects the second service element itself that is not used in the nth first event but is used in the (n+1)th first event. Therefore, because the uses of each parameter are completely different, even when the change in the first parameter has reached its maximum, it is possible to motivate the system to acquire more first service elements.
[0257] [B5] A program described in any one of [B1] to [B4] in which the first parameter is displayed to the user in association with the first service element, and the second parameter is not displayed to the user in association with the first service element.
[0258] For example, the second parameter is a so-called "hidden parameter," which can provide the enjoyment of predicting what effects will result from acquiring the first service element.
[0259] [B6] The program described in any one of [B1] to [B5], wherein the change unit, when the amount of change of the first parameter of the first service element associated with the user has not reached its maximum, acquires another first service element that is common to the first service element associated with the user, and does not associate the acquired first service element with the user, changes the first parameter.
[0260] For example, the first parameter changes through acquisition until the amount of change in the first parameter reaches its maximum. Therefore, it is possible to motivate the user to acquire the first service element even until the amount of change in the first parameter reaches its maximum.
[0261] [B7] A program according to any one of [B1] to [B6], wherein, when the amount of change of the first parameter of the first service element associated with the user has not reached its maximum, the second parameter does not change when the first parameter changes, and after the amount of change of the first parameter of the first service element associated with the user has reached its maximum, the second parameter becomes changeable.
[0262] For example, until the change in the first parameter reaches its maximum, the second parameter will not change even if the first parameter changes. After the change in the first parameter reaches its maximum, the second parameter becomes changeable. Therefore, whether or not the second parameter is changeable differs before and after the change in the first parameter reaches its maximum, making it easier to understand which parameter changes as a result of acquiring the first service element.
[0263] [B8] A program according to any one of [B1] to [B7], wherein the second parameter is not set when the amount of change of the first parameter of the first service element associated with the user has not reached its maximum, and the second parameter is set after the amount of change of the first parameter of the first service element associated with the user has reached its maximum.
[0264] For example, the 21st parameter is not set until the change in the first parameter reaches its maximum, and the second parameter is set and becomes changeable after the change in the first parameter reaches its maximum. Therefore, the presence or absence of the second parameter differs before and after the change in the first parameter reaches its maximum, making it easier to understand which parameter changes due to the acquisition of the first service element.
[0265] [B9] The program described in any one of [B1] to [B8] wherein the first parameter stops changing when a predetermined condition is met, and after the change of the second parameter begins, the second parameter continues to change each time the first service element common to the first service element associated with the user is acquired.
[0266] For example, the second parameter changes each time the first service element is acquired, thus continuing to offer the benefit of acquiring the first service element again. Furthermore, the solutions described in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate.
[0267] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical spirit. For example, some of the components described in the embodiments (or one or more of the embodiments thereof) may be omitted, or some components may be combined. The same applies to the procedures. The scope of the present invention should be determined by referring to the appended claims, along with the entire scope of equivalents to which the claims are granted. [Explanation of Symbols]
[0268] D1...User data, D2...Action log data, D3...Generation condition data, D4...Card data, D5...Item data, De...Data, Ds...Data, 23...Communication interface, 24...Input / output interface, 33...Communication interface, 34...Input / output interface, L1...First action log data, L1a...Data, L1b...Data, L1c...Data, L2...Second action log data, L2a...Data, L2b...Data, L2c...Data, M1...Image generation model, M2...Language generation model, 10...Information processing system, 11...Network, 12...User Server, 12a...First user, 12b...Second user, 20...Terminal, 21...Processor, 22...Memory, 25...Microphone, 26...Speaker, 27...Display device, 28...Touch panel, 30...Server, 30a...First server, 30b...Second server, 31...Processor, 32...Memory, 50...Card, 51...Name data, 52...Image data, 53...Attribute data, 53a...Basic attribute data, 53b...Additional attribute data, 54...Effect data, 55...Attack power data, 56...Cost data, 57...Category data, 60...Prompt, 60a...First prompt, 6 0b...Second prompt, 60c...Third prompt, 61...First prerequisite data, 62...Second prerequisite data, 63...Third prerequisite data, 64...Auxiliary data, 70...Preparation part, 71...Provision lottery part, 72...Event part, 72a...Battle event, 72b...Selection event, 72c...Card acquisition event, 73...Generation part, 73a...Generation event, 80...Equipment item, 81...Category data, 82...Name data, 83...First effect data, 84...Second effect data, 200...Game control unit, 210...Display control unit, 220...Display unit, 230...Storage unit, 280...Communication unit, 2 90... Input / Output Unit, 300... Game Control Unit, 310... Prompt Generation Unit, 320... Data Acquisition Unit, 321... Image Data Acquisition Unit, 322... Text Data Acquisition Unit, 330... Memory Unit, 340... Communication Unit, 350... Input / Output Unit, 360... Generation Control Unit, 370... Memory Unit, 380... Communication Unit, 390... Input / Output Unit, 400... Battle Event Screen, 401... Title Panel, 402... Enemy Character, 403... Card Icon, 406... Additional Attribute Selection Panel, 420... Card Acquisition Event Screen, 421... Title Panel, 422... User Creation Panel, 423... Acquisition Notification Panel,430...Selection Event Screen, 431...Selection Event Panel, 432...Selection Status Panel, 433...Option Button, 434...Selection Result Panel, 435...Record Notification Icon, 440...Generated Event Screen, 441...Action Display Panel, 442...First Dialogue Window, 443...Character, 444...Second Dialogue Window, 445...Name Panel, 447...Attribute Selection Button, 448...New Card Icon, 449...Description Window, 500...Provided Lottery Result Screen, 500a-500c...Provided Lottery Result Screen, 501...Winning Item Notification Panel, 502...Item Icon, 503...Performance Panel, 504...Single Lottery Button, 505...N Consecutive Lottery Button, 506...Normal Count Panel, 507...Normal Result Window, 508...Special Count Panel, 509...Special Result Window.
Claims
1. Computers The service provision department provides the service, A first generation unit causes a first object to be generated in a generation model based on first usage information corresponding to the usage status of the service by the first user, A second generation unit causes a generation model to generate a second object that can be used by the second user in the service, based on second usage information corresponding to the second user's usage of the service, A utilization unit that makes the second object available to the first user in the service, A program that makes it function as such.
2. The aforementioned computer, A presentation unit that presents the second object to the first user, A selection unit that accepts the selection of the second object by the first user, and functions as such. The program according to claim 1, wherein the utilization unit enables the first user to use the second object selected by the selection unit in the service.
3. The program according to claim 2, wherein the plurality of objects that the presentation unit presents to the first user include the second object according to a predetermined probability.
4. The program according to claim 2, wherein the presentation unit causes the first user to present the second object which has a lower value than the first object among the second objects.
5. The program according to claim 2, wherein the plurality of objects that the presentation unit causes the first user to present include a third object prepared by the service provider.
6. The aforementioned service is a game that includes battles against enemy objects. The program according to claim 2, wherein the selection unit accepts the selection of the second object at the timing when it has won a battle against the enemy object.
7. The first object includes a first attribute associated with the first user, The program according to claim 1, wherein the second object includes a second attribute associated with the second user.
8. The first attribute is set when the first user starts using the service and cannot be changed while using the service. The program according to claim 7, wherein the second attribute is set when the second user starts using the service and cannot be changed while using the service.
9. The program according to claim 7 or 8, wherein the first generation unit, when the first user can use the second object, further causes the generation model to generate the first object based on attribute information corresponding to the second attribute contained in the second object.
10. The service provision department provides the service, A first generation unit causes a first object to be generated in a generation model based on first usage information corresponding to the usage status of the service by the first user, A second generation unit causes a generation model to generate a second object that can be used by the second user in the service, based on second usage information corresponding to the second user's usage of the service, A utilization unit that makes the second object available to the first user in the service, An information processing system equipped with the following features.
Citation Information
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