Game support systems, game support methods
The game support system stabilizes emotional experience by using vital sensors and learning devices to provide personalized advice, addressing fluctuations in player condition and emotions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- JAPAN RADIO CO LTD
- Filing Date
- 2024-10-23
- Publication Date
- 2026-05-11
Smart Images

Figure 2026075890000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game support system and a game support method.
Background Art
[0002] Conventionally, game machines and the like have been widely popular, and players can enjoy games using game machines and the like. There are various ways to play games, such as ways of enjoying getting high scores, collecting rare items, or clearing new stages. Players can have a moving experience by enjoying games. Patent Document 1 discloses a game in which when a player operates a racket and a ball passes through a score gate, a score is obtained. Players can enjoy operating the racket to hit the ball or aiming for a high score.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, depending on the day a player plays a game, their physical condition and emotions may be different, and even if they intend to play as usual, the game results may be affected. And when the results such as the score of the game are lower than the expected results, the enjoyment of the game may be reduced. Then, the moving experience obtained may be reduced.
[0005] This invention has been made in view of these circumstances, and its purpose is to provide a game support system and a game support method that can suppress the reduction of the emotional experience of a game due to the influence of fluctuations in the player's physical condition and emotions. [Means for solving the problem]
[0006] To solve the above-mentioned problems, one aspect of the present invention is a game support system comprising: an acquisition unit that acquires measurement results of vital data of a player playing a game, measured by a vital sensor; a support data generation unit that generates support data to support the progress of the game based on the measured vital data; and an output unit that outputs the generated support data.
[0007] Furthermore, one aspect of the present invention is a game support method executed by a computer, which includes acquiring measurement results of vital data of a player playing a game measured by a vital sensor, generating support data for supporting the progress of the game based on the measured vital data, and outputting the generated support data. [Effects of the Invention]
[0008] As explained above, this invention makes it possible to suppress the reduction in the emotional impact of a game due to fluctuations in the player's physical condition or emotions. [Brief explanation of the drawing]
[0009] [Figure 1] This is a schematic block diagram showing the configuration of a game system S using a game support system SS according to one embodiment of this invention. [Figure 2] This is a functional block diagram showing the general functions of the information processing device 30. [Figure 3] This figure shows an example of conditional data. [Figure 4] This diagram shows the relationship between the emotion data group and the ability score group. [Figure 5] This is a flowchart illustrating the operation of the information processing device 30 in the game support system SS. [Figure 6] This is a diagram showing an example of a play log. [Modes for carrying out the invention]
[0010] A game support system according to one embodiment of the present invention will be described below with reference to the drawings. Figure 1 is a schematic block diagram showing the configuration of a game system S using a game support system SS according to one embodiment of the present invention. The game system S includes a game console G and a game support system SS, and the game console G and the game support system SS are connected in a way that allows them to communicate with each other. Game console G has a display device and an input device, and progresses the game according to the operation input from the user U via the input device, and displays the progress of the game on the display device. Game console G may be, for example, a stationary game console, a portable game console, or a PC that functions as a game console by running a game program. The game support system SS includes a terminal device 10, a vital sensor 15, a learning device 20, an information processing device 30, and an output device C.
[0011] The terminal device 10 is used by user U and may be, for example, a smartphone, tablet, or personal computer. The terminal device 10 is connected to the network NW in a communication-enabled manner and communicates with other devices connected to the network NW.
[0012] The vital sensor 15 is used by user U and, for example, performs biological sensing targeting pulse, respiration, etc., from the movement of user U's body surface, and generates vital data representing the sensing results. The vital data is data in which the values representing the measurement results are arranged in chronological order.
[0013] The vital sensor 15 may be a contact type that detects vital signs by making contact with a part of the user's body, or a non-contact type that detects vital signs without contacting the user. If the vital sensor 15 is a non-contact type, for example, a Doppler sensor may be used to irradiate the user being measured with microwaves and perform vital sign detection based on the reflected waves. The distance to the user that the non-contact vital sensor 15 can measure is arbitrary, but for example, a model that can measure from a distance of about 10 cm to several meters may be used.
[0014] Non-contact vital sensors, for example, when installed indoors, may be mounted on a wall, ceiling, fixture, furniture, table, etc., to measure the user U being measured. Non-contact vital signs sensors are increasingly being installed in homes and businesses, and the environment for their easy use is becoming more readily available. When using non-contact vital sensors, there is no need for the user to wear the sensor in order to estimate their emotions, thus eliminating the inconvenience of wearing it. For example, there is a technology that uses sensors attached to the head to measure brain waves and estimate emotions based on those brain waves, but when using non-contact vital sensors, there is no need to attach such sensors to the head.
[0015] Contact-type vital signs sensors may utilize existing electronic devices, such as those sold integrated into watches. Such watch-type vital signs sensors are widely available, and the number of users who already own them is increasing. Alternatively, even if contact-type vital signs sensors are not integrated into watches, they may be wearable devices that can be attached to the wrist, arm, chest, abdomen, or other areas. Thus, the vital sensor may use at least one of either a contact type or a non-contact type.
[0016] The vital sensor 15 may be connected by wireless communication when pairing processing is performed with the terminal device 10, and may transmit vital data, which is a measurement result, to the terminal device 10 wirelessly or by wire. By associating the identification information of the device assigned to the terminal device 10 with the user information and registering it in advance in the information processing device 30, it is possible to identify which user's data the vital data is.
[0017] A contact-type vital sensor 15 may be attached to the user U to be measured, and the vital data may be transmitted to the information processing device 30 via the terminal device 10 arranged in the vicinity of the attached user U. A non-contact vital sensor 15 may acquire the vital data of the person from a position away from the user U to be measured, and transmit the vital data to the information processing device 30 via the terminal device 10 installed in the vicinity of the vital sensor 15.
[0018] Also, the vital sensor 15 may be communicably connected to the network NW without going through the terminal device 10, and may transmit vital data to other devices (for example, the learning device 20, the information processing device 30) connected to the network NW. Here, by associating the identification information of the device assigned to the vital sensor 15 with the user identification information and registering it in the information processing device 30, it is possible to identify which user's data the vital data transmitted from the vital sensor 15 is. [[ID=:12]]
[0019] The learning device 20 performs learning using teacher data and generates a learned model. For example, the learning device 20 generates an emotion estimation model (learned model) that estimates emotion from vital data by learning the relationship between vital data and emotion. Also, the learning device 20 may generate an ability value estimation model and a play result estimation model, which will be described later.
[0020] The information processing device 30 is connected to the terminal device 10, vital sensor 15, learning device 20, game machine G, output device C, etc. via a network NW, enabling communication. The learning device 20 and the information processing device 30 may each be physical servers or cloud servers provided by a cloud computing service. The functions of the information processing device 30 may be integrated into the game console G, so that the information processing device 30 and the game console G are configured as a single unit.
[0021] The output device C is installed near the user U who is playing a game using the game machine G. The output device C is communicatively connected to the information processing device 30 and has the function of operating based on support data transmitted from the information processing device 30. The output device C may, for example, have the shape of a character, animal, robot, etc., and may have the function of playing audio data by driving a speaker based on the support data. Output device C can output audio data from its speaker based on support data before, during, and after user U plays a game on game console G. This allows user U to feel as if output device C is speaking to them.
[0022] The network NW may be the Internet, a LAN (Local Area Network), or a combination of these.
[0023] Figure 2 is a functional block diagram showing the general functions of the information processing device 30. The information processing device 30 includes a communication unit 301, a storage unit 302, a control unit 303, an acquisition unit 304, an estimation unit 305, a support data generation unit 306, and an output unit 307. The communications unit 301 communicates with external devices via the network NW.
[0024] The memory unit 302 stores various types of data. The storage unit 302 is composed of a storage medium, such as an HDD (Hard Disk Drive), flash memory, EEPROM (Electrically Erasable Programmable Read Only Memory), RAM (Random Access read / write Memory), ROM (Read Only Memory), or any combination of these storage media. This storage unit 302 can, for example, use non-volatile memory.
[0025] For example, the memory unit 302 includes a condition memory unit 3021 and an emotion estimation data memory unit 3022. The condition storage unit 3021 stores condition data representing the conditions under which support data can be provided according to the user's vital data. Figure 3 shows an example of conditional data. Conditional data includes, for example, game type, emotional items, conditions, and support content. The game type represents the type of game to which the conditional data applies. Examples of game types include sports, RPG (role-playing game), creative game, action, and adventure. The game type may represent the type of game, or it may be the name of the target game that specifies the game title. The emotion item represents the emotion data item to which the conditional data is applied. Examples of emotion items include concentration level, stress level, relaxation level, drowsiness level, fatigue level, distraction level, tension level, alertness level, and energy level. The conditions represent the criteria for applying the support data. These conditions may include threshold values. Support content refers to the information output to the user. Examples of support content include "Let's take a shot," "Let's pass the ball," and "Shall we take a break?" Support content can also be a message that speaks directly to the user.
[0026] For example, the conditional data might be associated with the game type "Sports (Basketball)," the emotion item "Concentration Level," the condition "Reference Value K1 or higher," and the support content "Let's shoot." This means that when user U is playing "Basketball" using game console G, the concentration level is obtained as an emotion corresponding to the vital data from user U, the player. If the concentration level is above the reference value K1, the support content "Let's shoot" is read out. If the concentration level is below the reference value K1, the support content "Pass the ball" is read out.
[0027] The emotion estimation data storage unit 3022 stores emotion estimation data. Emotion estimation data is data that represents the correspondence between vital data and emotions. Emotion estimation data may also be a trained model generated by the learning device 20. The emotion estimation data may be generated by having the user perform a designated action, measuring the user using vital sensors during that action, and then using the relationship between this vital data and the emotions the user experienced during that action as training data for the learning device 20 to generate a trained model (emotion estimation model). The emotion estimation model generated by the learning device 20 may then be acquired by the information processing device 30 and stored in the emotion estimation data storage unit 3022. The actions designated for measurement may include actually playing the game, or they may include watching video content that contains game footage of a third party playing the game. The user being measured to obtain training data may be user U, who actually plays the game console G, or it may be a person other than user U.
[0028] Furthermore, when obtaining vital data of a user while they are performing a designated action, the user's emotions may be ascertained through a questionnaire, and the combination of vital data and questionnaire results may be used as training data. As a result, the information processing device 30 can input vital data into the emotion estimation model and estimate emotion data from the trends in changes in vital data such as heart rate and pulse rate.
[0029] The control unit 303 controls each part of the information processing device 30.
[0030] The acquisition unit 304 acquires various data from an external source. The acquisition unit 304 includes a vital data acquisition unit 3041. The vital data acquisition unit 3041 acquires vital data, which is the measurement result measured by the vital sensor 15, from a player (for example, user U) who is playing a game using the game machine G. Furthermore, the acquisition unit 304 acquires game status information output from the game machine G. The game status information is data that allows us to understand the progress of the game being played on the game machine G, and may be acquired at regular intervals, or it may be acquired whenever there is a change in the game's progress and the information is output from the game machine G.
[0031] The estimation unit 305 estimates the user's state based on the user's vital data. The estimation unit 305 includes an emotion estimation unit 3051 and an ability score estimation unit 3052. The emotion estimation unit 3051 estimates the emotions of the player (e.g., user U) based on the vital data acquired by the acquisition unit 304, and generates emotion data based on the estimation result. The ability score estimation unit 3052 determines the user's ability score in the game being played based on the emotion data obtained by the emotion estimation unit 3051. The ability score is a value that represents the abilities of the characters, teams, etc. that the user can control in the game.
[0032] Figure 4 shows the relationship between the emotion data group and the ability score group. The emotion data group contains emotion data for different evaluation items. The ability score group contains ability scores for different evaluation items. The emotional data group includes emotional data for evaluation items such as concentration, distractibility, relaxation, tension, drowsiness, alertness, fatigue, and energy level. Concentration represents the degree of focus, while distractibility represents the degree of lack of focus and being distracted. Concentration and distractibility are inversely related. Relaxation and tension are also inversely related, as are drowsiness and alertness, and fatigue and energy. The ability score groups include emotional data for evaluation items such as shooting accuracy, fear level, excitement level, composure, hit rate, killing intent, presence, stamina, attack power, defense power, exploration ability, stealth ability, control, enhancement, and excitement level.
[0033] Methods for determining each ability score evaluation item belonging to the ability score group from each emotion score evaluation item belonging to the emotion data group include, for example, (a) and (b), and either method can be used. (a) Ability scores are determined by a calculation formula that takes the value of an evaluation item for at least one ability score belonging to an ability score group from the value of an evaluation item for at least one emotion data belonging to an emotion data group. Such a calculation formula is predetermined and stored in the storage unit 302, and the support data generation unit 306 reads this calculation formula from the storage unit 302 and inputs the value of the target emotion data from among the multiple emotion data into the calculation formula to obtain ability scores. (b) A trained model (ability score estimation model) is generated by training the learning device 20 using the relationship between the values of each evaluation item belonging to the emotion data group and the values of each evaluation item belonging to the ability score group as training data. The information processing device 30 acquires the ability score estimation model from the learning device 20 and stores it in the storage unit 302. When emotion data is obtained, the support data generation unit 306 inputs the emotion data into the ability score estimation model to obtain the respective values for each evaluation item belonging to the ability score group. The ability scores used for training here may be evaluated separately, and the evaluation results may be used as the ability scores.
[0034] Here, for example, if the game type is sports (e.g., basketball), a decrease in concentration as emotional data is correlated with a decrease in shooting accuracy. Similarly, if the game type is action game, a high level of both drowsiness and fatigue as emotional data is correlated with a decrease in hit rate. These factors affect the timing and accuracy of controller inputs, whether the inputs are mishandled or performed correctly, and ultimately influence the character's actions within the game, thereby impacting the character's abilities. Furthermore, depending on the type of game, vital data or emotional data corresponding to the vital data may be imported into the game machine G, and the imported vital data or emotional data may be used to determine the ability scores of the character controlled by user U within the game. In this case, if the game type is a role-playing game, it can be said that when user U's tension and distraction levels increase in the emotional data, there is a relationship in the ability scores such as an increase in the presence value or a decrease in stealth. Furthermore, in the case of FPS (First Person Shooter) games, if both distraction and fatigue are high in the emotional data, the presence value will be high, meaning that even when hiding behind cover, you will be more easily spotted by enemies. Also, if tension and alertness are high in the emotional data, the killing intent value in the ability score will be high, meaning that even when hiding behind cover, your position will be more easily detected by enemies. Additionally, if concentration is high and fatigue is low in the emotional data, the accuracy value in the ability score will be high, meaning that the error between the aiming reticle and the actual bullet trajectory is small, and the scope does not blur.
[0035] Ability scores may vary depending on the type of game, as the evaluation criteria used differ. In such cases, the ability score estimation model may be designed to generate different models for each type of game. This allows for the determination of necessary ability scores from emotional data according to the type of game.
[0036] The support data generation unit 306 may use either method (a) or (b) described above, as long as it can determine ability scores. The support data generation unit 306 may also determine ability scores at regular intervals, or when a specific event occurs in the game, based on emotional data obtained from vital data at that time. Furthermore, although the support data generation unit 306 is configured to calculate ability scores from emotional data, it may also calculate ability scores from vital data. For example, the relationship between vital data and ability scores may be learned by the learning device 20, and an ability score estimation model may be generated. Then, the ability scores may be calculated by inputting the vital data into the ability score estimation model.
[0037] The ability score estimation unit 3052 may determine the user's ability score based on emotional data, or it may determine the user's ability score based on vital data.
[0038] The support data generation unit 306 generates support data to assist in the game's progress based on the measured vital data. When generating support data, the support data generation unit 306 may generate support data using emotional data obtained from the vital data, or it may generate support data using ability scores obtained from the vital data (or emotional data).
[0039] The support data generation unit 306 may generate support data corresponding to the character's status in the game based on the estimated emotions. The status may be the character's ability score. The support data generation unit 306 may generate support data according to the result of determining the magnitude relationship between a value representing the status and a reference value. The support data generation unit 306 may generate support data that provides advice on game progression based on the result of determining the relative magnitudes of ability values and standard values.
[0040] The output unit 307 outputs the support data generated by the support data generation unit 306 to the outside via the communication unit 301.
[0041] The communication unit 301, control unit 303, acquisition unit 304, estimation unit 305, support data generation unit 306, and output unit 307 of the information processing device 30 may be composed of a processing device such as a CPU (Central Processing Unit) or a dedicated electronic circuit.
[0042] Next, we will explain how the aforementioned game support system SS works. Figure 5 is a flowchart illustrating the operation of the information processing device 30 in the game support system SS. When a game is started on the game machine G, the acquisition unit 304 of the information processing device 30 acquires game status information from the game machine G indicating that the game has started. When the control unit 303 receives the game status information indicating that the game has started, it starts acquiring vital data output from the vital sensor 15. Here, the vital sensor 15 measures the vital data of user U who is playing a game using the game machine G and transmits the measurement results to the information processing device 30 via the terminal device 10. The vital sensor 15 measures vital data for user U at regular intervals (for example, every t1 second) and sequentially transmits the measurement results to the information processing device 30 via the terminal device 10. The acquisition unit 304 of the information processing device 30 acquires the vital data by sequentially receiving it via the communication unit 301. The acquisition unit 304 may also store the acquired vital data in the storage unit 302.
[0043] The emotion estimation unit 3051 acquires vital data from the vital sensor 15 using the acquisition unit 304 and estimates the emotion of user U (step S102). Here, the emotion estimation unit 3051 estimates the emotion by inputting the vital data into the emotion estimation model and generates emotion data representing the estimation result. Such measurement of vital data and estimation of emotion may be performed at predetermined times during the period in which the game is being played (e.g., at regular intervals, when a specific event occurs).
[0044] Furthermore, the emotion estimation unit 3051 may generate emotion data based on the degree of emotion for one evaluation item from the vital data, or it may generate the degree of emotion for each of multiple evaluation items from the vital data. For example, the emotion estimation unit 3051 may determine a value representing the degree of concentration for the evaluation item "concentration level" from the vital data. Alternatively, for example, the emotion estimation unit 3051 may determine a value representing the degree of each evaluation item, "concentration level," "relaxation level," "sleepiness level," and "fatigue level," from the vital data.
[0045] When emotional data is obtained, the ability score estimation unit 3052 determines the ability scores of the character controlled by user U in the game being played, based on the emotional data obtained from vital data measured on user U playing the game (step S103). Here, the ability scores may be determined for one evaluation item, or for each of multiple evaluation items. Alternatively, the ability scores may be determined for the ability scores used in the game being played. The support data generation unit 306 determines the relationship between the requested ability value and the reference value (step S104). The reference value differs depending on the item represented by the ability value, and the support data generation unit 306 may read and use the reference value stored in the condition storage unit 3021. The support data generation unit 306 determines the relationship between the ability value and the reference value corresponding to the item that corresponds to the ability value. The support data generation unit 306 reads the reference value from the condition storage unit 3021 and makes the determination.
[0046] The support data generation unit 306 generates support data according to the determination result (step S105). The support data generation unit 306 may also generate the support content according to the determination result by reading it from the storage unit 302.
[0047] When the support data generation unit 306 generates support data, the output unit 307 outputs the support data to the output device C via the communication unit 301 (step S106). Here, the output unit 307 may output the support data to the game machine G instead of the output device, or it may output to both the output device C and the game machine G.
[0048] <<Example of support data output>> Examples of output for support data include the following cases: <Game Type: Sports (Basketball)> If the concentration level in the emotional data exceeds the baseline value K1, the support content "Let's shoot" is extracted, and the message "Let's shoot" may be output as voice from output device C, or the message "Let's shoot" may be spoken or displayed on the screen using speech bubbles or the like from characters appearing in the basketball game (for example, the coach or a player waiting on the bench). This suggests that user U is in a state of high concentration, with high shooting accuracy and a high likelihood of making shots, thus encouraging them to shoot actively and making it easier for them to score. Furthermore, if the concentration level in the emotional data is below the baseline value K1, the support content "Pass the ball" is extracted, and the message "Pass the ball" may be output as audio from output device C, or it may be output using a character that appears in the game. This allows players to be encouraged to pass the ball before shooting rather than shooting aggressively, preventing unnecessary shots that could worsen the flow of the game. Furthermore, if the calmness level in the ability score is below the standard value K11, the support message "Let's take a timeout" may be extracted, and the message "Let's take a timeout" may be output as audio from output device C, or the message "Let's take a timeout" may be spoken by a character appearing in the game or displayed on the screen using a speech bubble or similar. This allows the player to be encouraged to take a timeout to calm down before resuming the game, making it possible to regain composure and restart the game, thus allowing the player to regain the flow of the game.
[0049] <Game type: FPS> If the presence value in the ability score exceeds the standard value K5, the support message "Keep your distance so you don't get spotted by the enemy" is extracted, and the message "Keep your distance so you don't get spotted by the enemy" may be output as audio from output device C, or the message "Keep your distance so you don't get spotted by the enemy" may be spoken by a character appearing in the game or displayed on the screen using a speech bubble or similar. This makes it possible to encourage the player to proceed with the game while keeping their distance to avoid being spotted by the enemy when the presence value is high, and makes it less likely for the character controlled by user U to be in a disadvantageous situation. Furthermore, if the presence value in the ability score is below the standard value K5, the support message "Let's make effective use of cover" is extracted, and the message "Let's make effective use of cover" may be output as audio from output device C, or it may be output by a character appearing in the game through speech or text. This allows the user to take actions such as hiding behind cover while advancing to their destination if their condition is such that their presence is likely to be high, and to play the game in a way that makes use of the abilities that are displayed according to their current condition.
[0050] <Game Type: Original Game> If the concentration level in the emotional data exceeds the baseline value K4, the support message "Why don't you make a ○○ of difficulty level A? The materials are ××" is extracted, and the message "Why don't you make a ○○ of difficulty level A? The materials are ××" can be output as voice from output device C, or it can be output through a character appearing in the game. This allows for the creation of higher difficulty structures, as when user U's concentration level is high, there is a possibility that even high-difficulty structures can be completed. This makes it possible to complete structures that would normally be impossible to complete. Furthermore, if the concentration level in the emotional data is below the baseline value K4, the support message "Why not make a △△ of difficulty level D? The material is ×〇" is extracted, and the message "Why not make a △△ of difficulty level D? The material is ×〇" can be output as voice from output device C, or it can be output through a character appearing in the game. This allows for encouraging the creation of a difficulty level D structure, which is easier than difficulty level A, because if user U's concentration level is low, they may not be able to complete a structure of higher difficulty. This helps avoid failing when attempting a high-difficulty structure, and allows them to gain a sense of accomplishment by completing a structure of a difficulty level appropriate to their current condition.
[0051] Furthermore, when outputting support data on game console G, characters appearing in the game on game console G (for example, the coach if the game is a sports game, main characters or villagers if it is an RPG, support characters if it is an FPS, etc.) may speak via voice or be displayed as text in speech bubbles, etc.
[0052] Furthermore, in the above embodiment, the support data generation unit 306 may generate support data such as "Why don't we take a break from the game?" when the game play time reaches a predetermined time, the concentration of emotional data decreases (or fatigue increases), and the shooting accuracy falls below a certain value. This not only supports the progress of the game itself, but also provides guidance on when to end the game. This allows the user U to be prompted to end the game when it becomes difficult to enjoy the game in their current condition, thus encouraging them to end the game before the emotional experience of the game is diminished.
[0053] Furthermore, in the embodiment described above, the support data generation unit 306 reads out support data by referring to condition data stored in the storage unit 302, but a different configuration may be used. For example, the control unit 303 stores in the storage unit 302 a play log, associating emotional data corresponding to vital data obtained from the user U, who is the player, with play records obtained from the game machine G when that emotional data is available. Figure 6 shows an example of a play log. Here, the play log is data that associates game type, emotional data, and gameplay results (actions, results). Play records include, for example, user actions and their results. For instance, play records might include combinations such as "shot a goal" and "failed," "shot a long goal" and "success," or "fought enemy character XX" and "won." Such play logs are compiled for each game type.
[0054] The control unit 303 then transmits this play log for each game type to the learning device 20 via the communication unit 301. The learning device 20 uses the play log for each game type to learn the relationship between play performance and emotion data, generates a trained model (play result estimation model), and outputs it to the information processing device 30. The play result estimation model is a model that can output estimated results regarding actions and their consequences in response to the input emotion data. Furthermore, a play result estimation model is generated for each game type. By using play logs as training data in this way, it is possible to learn about the emotions that user U experienced while playing a game, and the results obtained from the actions taken at those times. For example, in the case of the game type "basketball," it is possible to learn that for user U, the emotion that makes a shot more likely to succeed is when their "concentration level: XX%" (e.g., high concentration), the emotion that makes a shot more likely is when their "concentration level: OO%" (e.g., low concentration), and the emotion that makes a pass more likely is when their "concentration level: OO%" (e.g., high concentration) and "concentration level: △〇%" (e.g., low concentration).
[0055] The information processing device 30 acquires a play result estimation model and stores it in the memory unit 302. When user U starts playing using game console G, the support data generation unit 306 acquires emotion data corresponding to the vital data obtained by acquisition unit 304 from emotion estimation unit 3051 and inputs it into the play result estimation model to obtain estimated results for the behavior and its outcome. If the outcome among the obtained behavior and result indicates a negative result, the estimation result is not applied. If the outcome indicates a positive result, data representing the behavior corresponding to that result is acquired and output as support data. In the game type "Basketball," if user U's emotional state during play, "Concentration," is at a high level, the action "Shot a shot" is obtained, and the support data generation unit 306 generates "Let's shoot" as support data. As a result, the output unit 307 outputs the support data to the output device C, and the output device C outputs the voice message "Let's shoot." This allows user U to understand that their current condition makes a shot likely to succeed and to decide whether or not to shoot. In this way, user U can understand which plays are more likely to succeed or avoid failure in their current condition, allowing them to enjoy the game.
[0056] Furthermore, in embodiments using play logs, instead of learning using the play logs, the support data generation unit 306 generates aggregated results based on the play logs, summarizing past performance for each emotion, and stores them in the memory unit 302. Then, the aggregated results corresponding to the emotion data obtained from the vital data of the user U playing the game are read from the memory unit 302 and generated as support data. As a result, the support data, such as "Shoot success rate: XX%, Pass success rate: YY%" depending on the level of concentration, can be output from the output device C or displayed on the display screen of the game machine G. Since user U can understand what results were obtained in the past with their current emotion, for example, if they are unsure whether to shoot or pass, they can use this support data to determine which is more likely to succeed and proceed with the game. Depending on the current emotion, this may make it easier to achieve a successful result, allowing them to enjoy the game and preventing the emotional experience from being diminished.
[0057] According to the embodiment described above, the game console G outputs support data that corresponds to the emotions and physical condition of user U playing the game, thus enabling support tailored to the user's emotions and physical condition during gameplay. As a result, even if the user's condition (physical condition, emotions, etc.) fluctuates from day to day, they can receive advice from the output device C or in-game characters, allowing them to enjoy the game regardless of the fluctuating conditions. This enables them to decide how to proceed with the game based on the support data, allowing them to play the game in a way that suits their fluctuating condition, and thus minimizing any loss of the emotional impact of the game.
[0058] The learning device 20 and information processing device 30 in the above-described embodiment may be implemented using a computer. In that case, the program for implementing this function may be recorded on a computer-readable recording medium, and the program recorded on this recording medium may be loaded into the computer system and executed. Here, "computer system" includes hardware such as the OS and peripheral devices. Furthermore, "computer-readable recording medium" refers to portable media such as flexible disks, magneto-optical disks, ROMs, CD-ROMs, and storage devices such as hard disks built into the computer system. Moreover, "computer-readable recording medium" may also include those that dynamically hold programs for a short period of time, such as communication lines used when transmitting programs via networks such as the Internet or communication lines such as telephone lines, and those that hold programs for a certain period of time, such as volatile memory inside the computer system that acts as a server or client in such cases. Furthermore, the above-mentioned program may be for implementing a part of the above-mentioned function, or it may be a program that can implement the above-mentioned function in combination with a program already recorded in the computer system, or it may be implemented using a programmable logic device such as an FPGA (Field Programmable Gate Array).
[0059] While embodiments of this invention have been described in detail above with reference to the drawings, the specific configuration is not limited to these embodiments and includes designs and the like that do not depart from the spirit of this invention. [Explanation of Symbols]
[0060] 10 Terminal devices 15 Vital Sensors 20 Learning device 30 Information Processing Devices 301 Communications Department 302 Storage section 303 Control Unit 304 Acquisition Department 305 Estimation Department 306 Support Data Generation Unit 307 Output section 3021 Condition storage section 3022 Emotion Estimation Data Storage Unit 3041 Vital Data Acquisition Unit 3051 Emotion estimation section 3052 Ability Value Estimation Unit C Output device NW Network SS Game Support System U User
Claims
1. A unit that acquires vital data of a game player by obtaining measurement results measured by a vital sensor, A support data generation unit generates support data to assist in the progress of the game based on the measured vital data, An output unit that outputs the generated support data, A game support system.
2. It has an emotion estimation unit that estimates the player's emotions based on acquired vital data, The aforementioned support data generation unit, The game generates support data corresponding to the character's status based on the estimated emotions. The game support system according to claim 1.
3. The aforementioned support data generation unit, This generates support data based on the determination result of the relationship between the value representing the status and the reference value. The game support system according to claim 2.
4. The aforementioned status is the ability score of the aforementioned character, The support data generation unit generates support data that provides advice on game progression, based on the determination result of the relative magnitudes between the ability values and the baseline values. The game support system according to claim 3.
5. A computer-based game support method, The vital data of the game player is obtained from the measurement results of vital sensors. Based on the measured vital data, support data is generated to assist in the progress of the game. The generated support data is output. Game support methods that include this.