Information processing systems, information processing methods, and programs
The information processing system uses voxels with predetermined information to enhance realism and variety in character movements, addressing engagement and realism issues in virtual environments.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-12-23
- Publication Date
- 2026-07-03
Smart Images

Figure 2026110905000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an information processing system, an information processing method, and a program.
Background Art
[0002] Patent Document 1 discloses a game device that can generate in real time an image that realistically represents various movements of moving object groups moving in a group.
[0003] This game device is a game device that displays an image of a fish school or the like moving in a group. The group movement content calculation unit includes a leader determination unit that determines one moving object in the group as a leader, a leader movement content determination unit that determines the movement content of the leader moving object, and based on the movement content of the leader, a movement content determination unit other than the leader that determines the movement content so that other moving objects belonging to the group follow the leader. By leader change processing, delay processing of the following behavior of other fish, anti-sticking processing between other fish, etc., various movements of fish schools existing in nature can be realistically represented.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there is still room for improvement in the functions according to the above-known technology.
[0006] In view of the above circumstances, the present disclosure aims to provide a game that is less likely to have a decrease in interest.
Means for Solving the Problems
[0007] According to one aspect of the present disclosure, an information processing system is provided, comprising at least one processor, the processor configured to perform the following steps by reading a program: in a game control step, the system controls a game that progresses through the actions of a plurality of characters placed in a virtual space, the virtual space is configured to have a plurality of voxels arranged in at least part of it, each voxel having predetermined information that is individually associated in advance, the plurality of characters include at least a first character, a second character and a third character, in a first acquisition step, the system acquires predetermined information of voxels related to the positions where the plurality of characters are placed, and in a determination step, the system determines, according to the acquired predetermined information of voxels, a first action by the first character toward the third character and a second action by the second character linked to the first action.
[0008] According to this disclosure, it is possible to provide games that are less likely to lose their appeal. [Brief explanation of the drawing]
[0009] [Figure 1] This is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. [Figure 2] This is a block diagram showing the functional configuration of the game device 3 according to this embodiment. [Figure 3] This is an activity diagram showing an overview of the information processing performed by Information Processing System 1. [Figure 4] This is a schematic diagram of game screen 5a, in which the virtual space VS1 is rendered, and game screen 5b, in which the virtual space VS1 is rendered in a state where voxels V are shown. [Figure 5] This is an overview diagram of scenes 6a and 6b, which are examples of battle scenes BS where you fight against multiple enemy characters EC, as shown from above in Scene 6. [Figure 6] This is an overview diagram of scenes 6c and 6d, which are examples of battle scenes BS where you fight against multiple enemy characters EC, as shown from above in Scene 6. [Figure 7]This is an overview diagram of scenes 7a and 7b, which are examples of battle scenes BS where you fight against multiple enemy characters EC, as shown from above in Scene 7. [Figure 8] This is an overview diagram of Scene 7c, one of the Scene 7 examples of a battle scene BS where you fight against multiple enemy characters EC, shown from above. [Modes for carrying out the invention]
[0010] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.
[0011] Incidentally, the program for implementing the software appearing in one embodiment may be provided as a non-transitory computer-readable medium, or it may be provided as a downloadable medium from an external server, or it may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0012] Furthermore, in various information processing according to one embodiment, an input and an output corresponding to the input can be realized. Here, as long as an output is obtained as a result of the input, the form of the information referenced in such information processing (hereinafter referred to as "reference information") is not limited. The reference information may be, for example, rule-based information such as a database, a lookup table, or a predetermined function (including a decision formula such as a regression equation constructed by a statistical method), or a pre-trained model that has learned the correlation between input and output in advance, or a large-scale language model that can output a desired result by inputting a prompt.
[0013] Furthermore, in one embodiment, "part" may include, for example, hardware resources implemented by a circuit in a broad sense, and the information processing of software that can be specifically realized by these hardware resources. Also, in one embodiment, various types of information are handled, and this information can be represented, for example, by the physical values of signal values representing voltage and current, the high or low values of signal values as a set of binary bits composed of 0s or 1s, or by quantum superposition (so-called qubits), and communication and calculations can be performed on a circuit in a broad sense.
[0014] Furthermore, a circuit in a broad sense is a circuit realized by combining at least a suitable combination of circuits, circuits, processors, and memory. The processor may be a general-purpose processor or a dedicated circuit. In other words, it includes application-specific integrated circuits (ASICs), programmable logic devices (e.g., simple programmable logic devices (SPLDs), complex programmable logic devices (CPLDs), and field programmable gate arrays (FPGAs)), etc.
[0015] 1. Game Description Figure 1 is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. In the information processing system 1 shown in Figure 1, the information processing device 2 and a plurality of game devices 3 are connected to each other via a communication network 11 so that they can communicate with one another, and a game is executed on the game devices 3.
[0016] The game according to this embodiment is an online game executed by the information processing system 1. In this game, the user of the game device 3 makes one or more player characters act in the virtual game space, or makes the player characters fight against enemy characters that are non-player characters. Also, a character is an example of an object.
[0017] The game as described above is executed using a game device 3 which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.
[0018] 2. Overview of the information processing system 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game device 3. The information processing device 2 is constituted by, for example, a server. Each of the plurality of game devices 3 has the same configuration as each other. In this embodiment, a system consists of one or more devices or components. Therefore, for example, the information processing device 2 or the game device 3 alone described later can also be an example of the information processing system 1.
[0019] The game device 3 executes a predetermined game based on the user's operation. For this purpose, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login and is used for user authentication in the information processing device 2.
[0020] After user authentication, communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data necessary for game progression (data related to game progress) from the information processing device 2, and then proceeds with the game while outputting game images and sounds to the display 4a and speaker 4b based on the user's input.
[0021] 2.1 Hardware Configuration The hardware configuration of Information Processing System 1 will be described below with reference to Figure 1.
[0022] <Information Processing Device 2> As shown in Figure 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0023] The communication unit 21 is a so-called network interface that is connected to each game device 3 via a communication network 11 such as the Internet and LAN. The main information that the information processing device 2 receives via the communication unit 21 includes information on game program download requests, gacha lottery requests in response to user operations, quest execution requests, auto-play execution / termination requests, account information, and game data. The main information that the information processing device 2 transmits via the communication unit 21 includes information to confirm that the game device 3 has received the game program, and information regarding game media obtained through gacha.
[0024] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), among others. The storage unit 22 stores various programs, including a part of the game program according to this embodiment, and various data related to the game.
[0025] Specifically, for example, the memory unit 22 stores a user database and a lottery list. The user database stores information such as the username, user rank, status of the player character controlled by the user, the amount of consumable medium usable in the virtual game space, and parameter information, associated with each user's identification number who plays the game. The lottery list is used for a lottery process commonly known as gacha, and contains information about multiple game mediums to be selected. The lottery list associates information about the game medium (name, ability parameters, rarity, level, etc.) with the selection rate in the lottery. Ability parameters, for example, when the game medium is a player character, include combat power, HP, attack power, defense power, intelligence, or speed.
[0026] The control unit 23 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is itself. In particular, the control unit 23 realizes various functions related to the information processing device 2 by reading predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is concretely realized by the control unit 23, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 23 is not limited to being a single unit, and may be implemented with multiple control units 23 for each function, or a combination thereof.
[0027] Information processing performed by the control unit 23 includes, for example, payment processing for charges, user account authentication processing, and gacha lottery selection processing. Payment processing for charges is performed, for example, based on a request for payment necessary to restore a predetermined amount of parameters in the game. User account authentication processing is performed, for example, using user identification information received from the game device 3. Gacha lottery selection processing is the process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game media, in response to a gacha lottery request. According to the gacha lottery selection processing, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and as a result, the user is assigned the game media that they won as a result of drawing the gacha themselves.
[0028] To further elaborate on the above, "game media" refers to electronic data representing elements related to a game, including the name of the character used as the player character, and items (weapons, armor, tools) that the player character uses in the virtual game space. Users can obtain game media through direct purchase via in-app purchases, completing quests, or through a lottery method called gacha. Acquired game media are stored and managed in the user database, associated with the identification information of the user who acquired that game media. Furthermore, "gacha" is a method by which the information processing device 2 randomly selects any game media from a lottery list based on a predetermined selection ratio. The selected game media is assigned to the user's game device 3. "Assigning / Having the user own the game media selected by gacha" is synonymous with "associating / being associated with the game media selected in the lottery process with the user's identification information."
[0029] <Game device 3> The game device 3 has a display 4a, a speaker 4b, and an input device 4c, which are either externally connected or built-in. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, storage unit 32, graphics processing unit 34a, audio processing unit 34b, and operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0030] The communication unit 31 is a so-called network interface that is connected to the communication network 11 in a communicative manner for sending and receiving various data between the game device 3 and the information processing device 2. The main information that the game device 3 receives via the communication unit 31 includes account information, new game data download request information, gacha execution requests, and quest execution requests. The main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, and information regarding the game medium selected by the lottery process.
[0031] The storage unit 32 consists of an HDD, SSD, RAM, and ROM. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including parts of the game program, account information for the game device 3, and user information. The user information is at least a portion of the information in the user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of user information, and the storage unit 32 of the game device 3 receives and stores at least a portion of this master information from the information processing device 2.
[0032] The control unit 33 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is itself. In particular, the control unit 33 realizes various functions related to the game device 3 by reading predetermined programs stored in the memory unit 32. That is, information processing by software stored in the memory unit 32 is concretely realized by the control unit 33, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 33 is not limited to being a single unit, and may be implemented with multiple control units 33 for each function, or a combination thereof. In other words, the information processing system 1 has at least one processor, and the processor is configured to execute each of the steps described later by reading a program.
[0033] In particular, the control unit 33 is configured to execute the game according to the operation of the input device 4c by the user of the game device 3, which is itself the device. Specifically, the control unit 33 generates two-dimensional or three-dimensional game image information using data such as virtual game space objects and textures contained in the game data, which are read from the storage unit 32, or data received from the information processing device 2. As the game image information is processed by the graphics processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, when executing the game, the control unit 33 is configured to control the display of the display 4a and the sound output of the speaker 4b according to the operation of the user of the game device 3, which is itself the device.
[0034] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video format according to the game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, which is, for example, an LCD, and the game images rendered in video format are displayed on the display 4a as the game screen. The audio processing unit 34b is connected to a speaker 4b and, according to the instructions of the control unit 33, plays and synthesizes game sounds, which are then output from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external gamepad, a mouse, a keyboard, etc.
[0035] 2.2 Functional Configuration Next, referring to Figure 2, we will explain the functional configuration of each component in the game device 3 of the information processing system 1.
[0036] Figure 2 is a block diagram showing the functional configuration of the game device 3 according to this embodiment. As shown in Figure 2, the control unit 33 functions as a game control unit 331, reception unit 332, acquisition unit 333, determination unit 334, calculation unit 335, and display control unit 336 by executing various programs stored in the storage unit 32. In other words, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and can be executed as each functional unit included in the control unit 33.
[0037] The game control unit 331 is configured to perform game control steps. For example, as a game control step, the game control unit 331 controls a game that progresses through the actions of multiple characters C placed in a virtual space VS.
[0038] The reception unit 332 is configured to perform reception steps. For example, the reception unit 332 is configured to receive various data as a reception step. For example, as a reception step, the reception unit 332 receives information such as user information, game data, and input of operations to advance the game, including requests and instructions from the user, from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the reception unit 332 receives input from the user via the input device 4c. In this embodiment, the various information received by the reception unit 332 is described as being stored in the storage unit 32.
[0039] The acquisition unit 333 is configured to perform a first acquisition step and a second acquisition step. For example, the acquisition unit 333 is configured to acquire various data as an acquisition step. For example, as an acquisition step, the acquisition unit 333 acquires information such as user information and game data from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the acquisition unit 333 acquires information stored in the storage unit 22 of the information processing device 2 via the communication unit 21, the communication network 11 and the communication unit 31, etc. In this embodiment, the various information received by the acquisition unit 333 will be described as being stored in the storage unit 32.
[0040] The decision unit 334 is configured to perform a decision step. For example, the decision unit 334 determines the action of a non-player character (NPC) as a decision step.
[0041] The arithmetic unit 335 is configured to perform various information processing calculations related to the game device 3.
[0042] The display control unit 336 is configured to perform a display step. For example, as a display step, the display control unit 336 causes various information stored in the storage unit 22 or storage unit 32, or screens containing such information, to be displayed on the display 4a of the game device 3 in a manner that is visible to the human. When the phrase "cause to display" is used, it is not particularly important to specify whether the information is displayed on a display medium in the local environment or whether the processing is performed to display it via the communication network 11. Specifically, the display control unit 336 causes visual information generated in a manner that is visible to the human, such as screens, images (e.g., still images or videos), icons, and text, to be displayed on the display 4a. Alternatively, the display control unit 336 may control the game device 3 to display the visual information on the display 4a after it receives rendering information for displaying the visual information generated by the information processing device 2. The display control unit 336 may also generate the visual information itself that is generated in a manner that is visible to the human, or it may generate rendering information for displaying the visual information and transmit it. As a result, various information is presented to the user operating the game device 3, etc.
[0043] 3. Explanation of various information and terminology This section describes an example of a game provided in Information Processing System 1.
[0044] <Object OB> Object OB refers to virtual objects placed in the virtual space VS. Object OB includes various virtual objects such as characters C, items, voxels V, and terrain or obstacles that restrict movement.
[0045] <Character C> Character C includes player characters (PCs) and non-player characters (NPCs). Player characters (PCs) are objects (OBs) that the user can manipulate within the virtual space (VS). The user can arbitrarily select, set, or change at least one character C from among several selectable character Cs as the player character PC they will manipulate. Non-player characters (NPCs) are objects (OBs) that the user cannot manipulate within the virtual space (VS), such as enemy characters (ECs) and allied characters (TCs).
[0046] <Virtual Space VS> The virtual space VS is a domain defined by information processing where the game progresses. In other words, the virtual space VS can be a one-dimensional space (a straight line), a two-dimensional space (a plane), or a three-dimensional space. The virtual space VS can be a centrally managed space, or it can include a space managed as common property (the so-called metaverse).
[0047] The virtual space VS is configured to allow the placement of multiple objects OB, for example, multiple characters C. Furthermore, the virtual space VS may be formed in various ways as the game progresses, and in this case, attributes of the virtual space VS should be set according to the configuration.
[0048] Furthermore, a three-dimensional virtual space VS may include a virtual space VS formed using voxels V as its constituent elements. Specifically, for example, in this case, the virtual space VS is configured to have multiple voxels V arranged in at least a part of it, that is, in all or part of the region of the virtual space VS.
[0049] <Voxel V> Each voxel V is composed of an arbitrary three-dimensional shape as its basic structure and is configured to be able to be arranged in contact with other voxels V. Voxels V are configured to form terrain, structures, etc. in the virtual space VS by arranging multiple voxels V. The basic structure of each voxel V is composed of a polyhedron that includes faces that can be in contact with other voxels V, for example, a pentahedron (triangular prism), a hexahedron (quadrilateral prism, cube, cuboid, etc.), or a polyhedron of heptahedrons or more (pentagonal prism, hexagonal prism, octagonal prism, etc.). For example, if the basic structure of each voxel V is a cube, the voxels V are arranged in a grid pattern, and if the basic structure of each voxel V is a hexagonal prism, the voxels V are arranged in a honeycomb pattern. Furthermore, it is preferable that voxels V form terrain, structures, etc. in the virtual space VS without rendering the basic structure of each voxel V, that is, without indicating that multiple voxels V are arranged together. On the other hand, the method is not limited to this. For example, the basic structure of voxel V may be drawn, and the fact that terrain, structures, etc. are formed by arranging multiple voxel V may be depicted. Furthermore, the method is not limited to cases where terrain, structures, etc. are formed by voxel V. For example, voxel V may be arranged on terrain, structures, etc. drawn with polygons. In this case, it is preferable that the terrain, structures, etc. be drawn as a whole without drawing the shape of each voxel V individually.
[0050] Furthermore, each voxel V has predetermined information IFv that is individually associated with it. Predetermined information IFv is various information associated with each voxel V, and includes, for example, coordinate information, appearance information, and attribute information. Coordinate information is the position information of the voxel V in the virtual space VS where it is located. Appearance information is information about the appearance of the voxel V in the virtual space VS, and is, for example, information for representing objects OB such as terrain and structures. Attribute information is the attributes set for the voxel V, and is, for example, the effect that occurs when character C approaches or comes into contact with the voxel V. Note that coordinate information, appearance information, and attribute information are just examples, and a voxel V may naturally have information other than coordinate information, appearance information, and attribute information.
[0051] <Quest> The game provided in Information Processing System 1 is configured to include multiple quests. A quest is an element that makes up the game and is information that indicates the flow of a series of game progressions. The user operates a player character PC in the virtual space VS, and the game progresses as the user completes one quest through the player character PC. Each quest has an ending condition set to determine the end of the quest, and the ending condition includes, for example, a clear condition which is the condition for completing the quest and a failure condition which is the condition for failing to complete the quest.
[0052] In the next section, we will examine a scene in which the user battles enemy characters ECa and ECb (hereinafter referred to as "battle scene BS1"), as part of the process in which the user controls the player character PC to complete a quest and battles multiple enemy characters EC (hereinafter also referred to as "battle scene BS"). In this battle scene BS1, a grassland is rendered within a three-dimensional virtual space VS1, and multiple characters C are placed in this grassland. That is, the multiple characters C placed in the virtual space VS1 include at least enemy character ECa (an example of the first character C1), enemy character ECb (an example of the second character C2), and player character PC (an example of the third character C3). In other words, the enemy characters EC, the first character C1 and the second character C2, are non-player characters NPCs that cannot be controlled by the user, while the third character C3 is a player character PC that can be controlled by the user. Furthermore, the grassland in the virtual space VS1 is rendered by arranging multiple voxels V. In other words, multiple characters C are placed in a grassland that is rendered by arranging multiple voxels V.
[0053] 4. Operation Flow of Information Processing System 1 This section will explain the operation flow of the information processing system 1 mentioned above.
[0054] 4.1 Overview of Information Processing First, we will explain the general flow of the information processing method performed by the information processing system 1. Figure 3 is an activity diagram showing an overview of the information processing performed by the information processing system 1. The results of the processing in each activity included in the information processing described below may be output in a manner that can be recognized by the user using a display 4a or the like, as appropriate. Note that this information processing may include any exception handling that is not shown. Exception handling includes interrupting the information processing or omitting each process. The selection or input performed in this information processing may be based on user operation or may be performed automatically without user operation.
[0055] First, the display control unit 336 displays a top screen (not shown) on the display 4a that allows the user to input game-related selections through user operation. Next, the reception unit 332 receives user input (e.g., click operation, tap operation, swipe operation, selection operation, etc.), and the display control unit 336 displays the game screen 5 (see Figure 4) based on this input (Activity A001). In this case, the game screen 5 is configured to allow the user to play a quest.
[0056] Next, the game control unit 331 starts a quest (activity A002) based on user input via the game screen 5. In the following explanation, we will assume that the quest has progressed as the user controls the player character PC, resulting in the situation shown in battle scene BS1. Note that the processing of activities A101 to A103 and activities A201 to A205 are processed in parallel, so we will first explain the processing of activities A101 to A103, and then the processing of activities A201 to A205.
[0057] In the processing of activities A101 to A103, processing is performed to determine the actions of the player character PC. First, the calculation unit 335 determines whether or not there is user input via the game screen 5 (activity A101). In this case, the input is an input to cause the player character PC to perform a predetermined action in the virtual space VS1, and predetermined actions include, for example, moving, attacking an enemy character EC, defending against an attack by an enemy character EC, using an item, or instructing an ally character TC to take action. If there is input, the process proceeds to activity A102. Alternatively, if there is no input, that is, if the player character PC does not take action, the process proceeds to activity A301.
[0058] When the process proceeds to activity A102, the reception unit 332 receives user input via the game screen 5 (activity A102). Specifically, for example, if the user inputs an operation to move the player character PC via the game screen 5, the reception unit 332 receives that operation input.
[0059] Next, the decision unit 334 determines the player character PC's action in response to the received operation input (Activity A103). Specifically, for example, the decision unit 334 determines to move the player character PC in response to the received operation input for moving the player character PC.
[0060] Activities A201 to A205 execute processes to determine the actions of enemy character EC. First, the acquisition unit 333 acquires information about character C located in the virtual space VS1 (activity A201). Specifically, for example, the acquisition unit 333 acquires information about the player character PC, enemy character ECa, and enemy character ECb.
[0061] In this case, the information regarding character C is one of the pieces of information used to determine the actions of the non-player character NPC, and includes, for example, information about the location where character C is placed, information about character C's characteristics, information about character C's attributes, and information about character C's state. Furthermore, if there are other character Cs besides the player character PC, enemy character ECa, and enemy character ECb that are placed in the virtual space VS1 but not rendered on the game screen 5, information about those character Cs may also be obtained.
[0062] In the following explanation, we will assume that, as an example of information regarding character C, information about the location where character C is positioned (hereinafter also referred to as "first location information") and information about the characteristics of enemy character EC (hereinafter also referred to as "characteristic information") have been obtained.
[0063] In this case, the first position information is the information that indicates the positions of the player character PC, enemy character ECa, and enemy character ECb using coordinate information in the virtual space VS1.
[0064] Furthermore, the characteristic information includes information on the characteristics of enemy character ECa and information on the characteristics of enemy character ECb. The characteristic information of enemy character ECa includes information on the characteristics that cause enemy character ECa to act in a manner that satisfies predetermined conditions, and the characteristic information of enemy character ECb includes information on the characteristics that cause enemy character ECb to act in a manner that satisfies predetermined conditions. In the following explanation, the characteristic information of enemy character ECa is described as information on the characteristics that cause the distance between player character PC and enemy character ECa to be a first distance Di1, and the characteristic information of enemy character ECb is described as information on the characteristics that cause the distance between player character PC and enemy character ECb to be a first distance Di1. Note that the first distance Di1 is a distance based on the coordinates of the virtual space VS1.
[0065] Next, the decision unit 334 determines the action plan for the enemy character EC (non-player character NPC) based on the acquired information about character C (Activity A202). In this case, the action plan refers to the possible actions that the enemy character EC can take, such as movement and attack. For example, it may include waiting, moving, attacking, defending, using items, etc. In the case of movement, it further includes the location and method of movement, and in the case of attack, it further includes the method and timing of the attack.
[0066] Specifically, for example, the decision unit 334 determines the proposed actions of enemy character ECa and enemy character ECb based on the acquired first position information and characteristic information. In detail, for the proposed actions of enemy character ECa, multiple positions are determined as proposed locations where the distance between the player character PC and enemy character ECa is the first distance Di1. Similarly, for the proposed actions of enemy character ECb, multiple positions are determined as proposed locations where the distance between the player character PC and enemy character ECb is the first distance Di1. In the following, as an example of proposed locations where enemy character ECa can move, we will explain assuming that positions Pai, Paj, and Pak, which are positions where the distance between the player character PC and enemy character ECa is the first distance Di1, have been determined. Similarly, as an example of proposed locations where enemy character ECb can move, we will explain assuming that positions Pbi, Pbj, and Pbk, which are positions where the distance between the player character PC and enemy character ECb is the first distance Di1, have been determined.
[0067] Next, the acquisition unit 333 acquires predetermined information IFv of voxels V related to the positions where multiple characters C are located (Activity A203). In this case, the voxels V related to the positions where multiple characters C are located may be voxels V located at the position where each character C is located, or voxels V arranged in an area of any size. This area of any size may be a part of the virtual space VS1 that includes the positions where each character C is located, or it may be the entire virtual space VS1. In the following description, it is assumed that the acquisition unit 333 has acquired predetermined information IFv of voxels V arranged in a part of the virtual space VS1. This part of the virtual space VS1 includes the positions where the player character PC, enemy character ECa, and enemy character ECb are located. Furthermore, this part of the virtual space VS1 is assumed to include areas where character C cannot move. Areas where character C cannot move include, for example, areas where character C cannot move to due to the placement of objects OB such as structures and obstacles, or areas where character C cannot move without flying, in the case of character C that is set not to be able to fly. Furthermore, areas in which character C cannot move may be identified based on predetermined information IFv of voxels V placed in those areas, or they may be identified based on the fact that no voxels V are arranged in those areas.
[0068] Next, the calculation unit 335 performs an evaluation process for voxel V based on the acquired predetermined information IFv (activity A204). This evaluation process evaluates each voxel V based on predetermined criteria, for example, by assigning an evaluation score (hereinafter also simply referred to as "evaluation score") to voxel V, or by classifying voxel V into arbitrary ranks.
[0069] Specifically, for example, the evaluation score should be calculated based on the following: adjustments based on the current position of the enemy character EC, adjustments based on the characteristic information of the enemy character EC, adjustments based on the distance between the player character PC and the enemy character EC, adjustments based on the distance of each enemy character EC, adjustments based on the field in which the battle is taking place, and adjustments based on a specific field.
[0070] The adjustment based on the current position of the enemy character EC results in higher evaluation scores for voxel V located further away from the enemy character EC's position. By assigning evaluation scores in this way, it is possible to avoid unnatural movements while ensuring that the enemy character EC acts in a way that meets the predetermined conditions.
[0071] In the correction based on the enemy character EC's characteristic information, if the characteristic information includes attacks such as long-range or medium-range, the evaluation score of voxels V located farther away from the player character PC's position will be higher. Specifically, for example, in the case of an enemy character EC that uses a bow and arrow as a weapon, the evaluation score of voxels V arranged at high places will be higher. By assigning evaluation points in this way, enemy character ECs can choose actions that match their characteristic information.
[0072] In the adjustment based on the distance between the player character PC and the enemy character EC, the evaluation score of voxel V will be lower for positions where the enemy character EC can maintain a predetermined distance from the player character PC after moving, while the evaluation score of voxel V will be higher for positions where the distance cannot be maintained. By assigning evaluation points in this way, if the battle field is too small and the predetermined distance set in the enemy character EC's characteristics information cannot be maintained, the player character can choose an action that matches the characteristics information as much as possible while avoiding being unable to move.
[0073] The distance-based adjustment for each enemy character EC does not affect the evaluation score of voxel V located far from other enemy character ECs, while the evaluation score of voxel V located where other enemy character ECs are placed becomes higher. Alternatively, the evaluation score of voxel V located within a predetermined distance from where other enemy character ECs are placed becomes higher. By assigning evaluation scores in this way, it is possible to avoid the concentration of enemy character ECs.
[0074] The field-based adjustments affect the evaluation points of voxels V located inside a predetermined area of the field, while those located outside that area receive higher evaluation points. The predetermined area is, for example, the area where the battle begins, or an area within a predetermined range based on the position of the player character PC. By assigning evaluation points in this way, it is possible to prevent enemy character ECs from moving outside the predetermined area of the field, and to make enemy character ECs move in accordance with the player character PC's movement.
[0075] Under specific field-based adjustments, if an enemy character EC has a position where it can fight advantageously, the evaluation score of the voxel V at that position will be lowered, while the evaluation score of voxel V at other positions will be higher. In this case, an advantageous position for the enemy character EC is a geographically or structurally advantageous position where the enemy character EC can hide, such as behind a rock, in a gap in a building, or at the entrance of a cave. By assigning evaluation points in this way, enemy character ECs are more likely to stay in positions where they can fight advantageously, making it more difficult for the player character PC to dodge the enemy character EC's attacks, and making it more likely for the enemy character EC's attacks to hit the player character PC. As a result, it is possible to provide users with a tense and exciting battle experience.
[0076] Specifically, for example, the calculation unit 335 performs the process of assigning evaluation points to each voxel V associated with the enemy character ECa and each voxel V associated with the enemy character ECb. As an example, the calculation unit 335 performs the process of assigning an evaluation point of "1" to the voxel V corresponding to position Pai, an evaluation point of "20" to the voxel V corresponding to position Paj, and an evaluation point of "none" to position Pak, where there is no corresponding voxel V. The calculation unit 335 also performs the process of assigning an evaluation point of "14" to the voxel V corresponding to position Pbi, an evaluation point of "2" to the voxel V corresponding to position Pbj, and an evaluation point of "none" to position Pbk, where there is no corresponding voxel V.
[0077] Then, the decision unit 334 determines the action of the enemy character EC (non-player character NPC) based on the result of the evaluation process of voxel V (Activity A205). Specifically, for example, the decision unit 334 identifies the voxel V with the lowest evaluation score among the voxel Vs that have evaluation scores, and determines the action of the enemy character EC to move to the location of that voxel V. More specifically, for example, the decision unit 334 determines that the first action Ac1 for enemy character ECa is for enemy character ECa to move to position Pai, and further determines that the second action Ac2 for enemy character ECb is for enemy character ECb to move to position Pbj. As mentioned above, position Pai is the position where the distance between the player character PC and enemy character ECa is the first distance Di1, and position Pbj is the position where the distance between the player character PC and enemy character ECb is the first distance Di1. In other words, the decision unit 334 determines that enemy character ECa and enemy character ECb should move in conjunction with each other, while maintaining a first distance Di1 from the player character PC.
[0078] To summarize the above process, the decision unit 334 determines the first action Ac1 by the enemy character ECa (an example of the first character C1) and the second action Ac2 by the enemy character ECb (an example of the second character C2) that is linked to the first action Ac1, according to the predetermined information IFv of the acquired voxel V. In other words, the positional relationship between the enemy character ECa and the enemy character ECb with respect to the player character PC is determined by the characteristic information set for the enemy character EC, which is information about the characteristics that cause the enemy character EC to act in a way that satisfies predetermined conditions. To put it another way, the decision unit 334 determines the first action Ac1 and the second action Ac2 based on the predetermined information IFv of the acquired voxel V, so that the positional relationship between the enemy character ECa, the enemy character ECb, and the player character PC satisfies predetermined conditions. With this configuration, by making a decision using predetermined conditions, it becomes possible to represent more realistic actions in the virtual space VS1 while enabling a wider variety of action patterns as the second action Ac2 by the enemy character ECb. In this case, the predetermined conditions are that the distance between enemy character ECa and player character PC is the first distance Di1, and the distance between enemy character ECb and player character PC is also the first distance Di1. With this configuration, as one of the various behavioral patterns, enemy characters ECa and ECb can maintain a certain distance from the player character PC. As a result, a more engaging experience can be provided to the user. Furthermore, in cases where the user cannot perceive the existence of voxels V arranged in the virtual space VS1, for example, because the shape of each voxel V is not rendered, enemy characters ECa and ECb will act in conjunction based on predetermined information IFv of the voxels V whose existence cannot be perceived. As a result, an even more engaging experience can be provided to the user.
[0079] Then, the game control unit 331 controls the actions of character C (activity A301) based on the actions of the player character PC determined in activity A103 and the actions of the enemy character EC determined in processing A205. Specifically, for example, the game control unit 331 controls the actions of the player character PC to move according to the input for movement, controls the actions of the enemy character ECa to move to position Pai, and controls the actions of the enemy character ECb to move to position Pbj. Specifically, the game control unit 331 controls the actions of the enemy character ECa so that the distance between the enemy character ECa and the player character PC is a first distance Di1, and controls the actions of the enemy character ECb so that the distance between the enemy character ECb and the player character PC is a first distance Di1. With this configuration, each non-player character NPC can act in such a way that the distance between each non-player character NPC and the player character PC is the same.
[0080] Furthermore, in the battle scene BS, the actions of character C are configured to be simultaneous. In other words, the game control unit 331 controls the game to proceed in the virtual space VS1 in which multiple character C (including player character PC and non-player character NPC) can act simultaneously. With this configuration, in a game in which multiple character C can act simultaneously, it becomes possible to express more realistic actions in the virtual space VS while enabling a wider variety of action patterns as the second action Ac2 by the enemy character ECb linked to the first action Ac1.
[0081] The calculation unit 335 determines whether the quest completion conditions are met based on the results of character C's actions (Activity A302). If the quest completion conditions are met, the process proceeds to Activity A303; otherwise, the process returns to Activities A101 and A201 as a loop. When the process returns to Activities A101 and A201, the process for determining the actions of the player character PC and the enemy character EC is executed again. As a result, character C acts sequentially according to these decisions. This loop process is preferably executed at predetermined timings in the game as it progresses.
[0082] When the process proceeds to activity A303, the game control unit 331 terminates the quest (activity A303). Subsequently, the display control unit 336 displays a screen (not shown) according to the quest's completion status.
[0083] In summary, the information processing method performed by the information processing system 1 comprises the following steps. The game control unit 331 controls a game that progresses through the actions of multiple characters C placed in a virtual space VS as a game control step. The virtual space VS is configured to have multiple voxels V arranged in at least a portion of it. Each voxel V has predetermined information IFv that is individually associated with it beforehand. The multiple characters C include at least a first character C1, a second character C2, and a third character C3. The acquisition unit 333 acquires predetermined information IFv of voxels V associated with the positions where the multiple characters C are placed as a first acquisition step. The determination unit 334 determines, as a determination step, a first action Ac1 by the first character C1 towards the third character C3 and a second action Ac2 by the second character C2 that is linked to the first action Ac1, according to the predetermined information IFv of the acquired voxel V. Furthermore, the program according to this embodiment causes at least one computer to execute each of the steps of the information processing system 1 described above. This configuration makes it possible to create diverse action patterns for the second action Ac2 performed by the second character C2, which is linked to the first action Ac1. Furthermore, it becomes possible to express realistic and natural actions as the second action Ac2 performed by the second character C2. As a result, it is possible to provide a game that is less likely to lose its appeal.
[0084] 4.2 Details of Information Processing The details of the information processing outlined above will be explained using diagrams.
[0085] Figure 4 is a schematic diagram of game screen 5a, in which the virtual space VS1 is rendered, and game screen 5b, in which the virtual space VS1 is rendered in a state where voxels V are shown.
[0086] The game screens 5a and 5b shown in Figures 4A and 4B depict a battle scene BS in the virtual space VS1, with multiple characters C and object OB drawn. In this case, the multiple characters C are an example of the first character C1, which is enemy character ECa; an example of the second character C2, which is enemy character ECb; and an example of the third character C3, which is player character PC. Each character C is holding a sword and battling in a grassland. Behind enemy characters ECa and ECb, object OB1, which is a rocky mountain object OB, is drawn.
[0087] Furthermore, in the game screen 5b shown in Figure 4B, multiple voxels V arranged in the virtual space VS1 are drawn in the same battle scene BS as in the game screen 5a shown in Figure 4A. In the virtual space VS1, the vertical direction is defined by the Z axis, and the horizontal direction perpendicular to the vertical direction is defined by the X and Y axes. Each voxel V drawn in the virtual space VS1 is basically composed of a rectangular prism structure and is arranged in any horizontal area without gaps between each voxel V. A grassland is drawn as the ground of the virtual space VS1 by multiple voxels V arranged in this way. It is preferable that the game screen 5 be configured so that the quest can be played when no voxels V are drawn in the virtual space VS1, but it is not limited to this, and the quest may be configured so that the quest can be played when voxels V are drawn in the virtual space VS1.
[0088] Enemy character ECa is located at position Pa1, where voxel Va1 is located. Enemy character ECb is located at position Pb1, where voxel Vb1 is located.
[0089] Figure 5 is a schematic diagram of scenes 6a and 6b, which are examples of battle scenes BS where a player faces multiple enemy characters EC, viewed from above in Scene 6. Figure 6 is a schematic diagram of scenes 6c and 6d, which are examples of battle scenes BS where a player faces multiple enemy characters EC, viewed from above in Scene 6. In other words, Figures 5 and 6 show the scenes of the game screen 5 as an image, viewed from above on the horizontal plane defined by the X and Y axes shown in Figure 4B. Furthermore, scenes 6a, 6b, 6c, and 6d sequentially show the actions of character C.
[0090] In scene 6a shown in Figure 5A, similar to Figure 4B, the enemy character ECa is positioned at position Pa1, where voxel Va1 is located, and the enemy character ECb is positioned at position Pb1, where voxel Vb1 is located. Also, in scene 6a shown in Figure 5A, the player character PC is positioned at position Pp1, where voxel Vp1 is located.
[0091] In scene 6b shown in Figure 5B, the scene after enemy characters ECa and ECb have taken action in scene 6a is shown. Specifically, for example, the actions of enemy character EC are controlled by the execution of the following process.
[0092] First, the acquisition unit 333 acquires first position information and characteristic information as information about character C located in the virtual space VS1. The first position information is the coordinate information of position Pp1, which is the position of player character PC, position Pa1, which is the position of enemy character ECa, and position Pb1, which is the position of enemy character ECb. The characteristic information includes information on characteristics that cause the player character PC to act in such a way that the distance between them is a first distance Di1, and information on characteristics that cause the player character PC to act in such a way that the distance between them is a first distance Di1.
[0093] Next, the decision unit 334 determines a possible action for the enemy character EC based on the acquired information about character C. In this case, the possible actions include positions where no voxels V are arranged, and positions where voxels V are arranged but character C cannot move to. Specifically, the possible actions include moving to a position where the rocky mountain object OB1 is located, which is a position that enemy character EC cannot move to.
[0094] Next, the acquisition unit 333 acquires predetermined information IFv of voxels V associated with the positions where multiple characters C are located. Then, the calculation unit 335 performs an evaluation process of voxels V based on the acquired predetermined information IFv. In this evaluation process, among the evaluation points of each voxel V associated with enemy character ECa, the evaluation point of voxel Va2 corresponding to position Pa2 is set to the lowest value, and among the evaluation points of each voxel V associated with enemy character ECb, the evaluation point of voxel Vb2 corresponding to position Pb2 is set to the lowest value.
[0095] Furthermore, the decision unit 334 determines the actions of the enemy character EC based on the evaluation results of voxel V. Specifically, as the first action Ac11 of enemy character ECa, it is determined that the character moves from position Pa1 to position Pa2 so that the distance between the player character PC and enemy character ECa becomes the first distance Di1. Furthermore, as the second action Ac21 of enemy character ECb, almost simultaneously with the first action Ac11, it is determined that the character moves from position Pb1 to position Pb2 so that the distance between the player character PC and enemy character ECb becomes the first distance Di1. Then, the game control unit 331 controls the actions of enemy characters ECa and ECb based on the first action Ac11 and the second action Ac21. As a result, enemy characters ECa and ECb perform coordinated movement actions so that their respective distances from the player character PC are the first distance Di1.
[0096] Scenes 6c and 6d in Figure 6 show that enemy character ECa and enemy character ECb took actions in the order of scene 6b, scene 6c, and scene 6d. Specifically, for example, the actions of enemy character EC are controlled by the execution of the following process.
[0097] First, the acquisition unit 333 acquires second position information and characteristic information as information about character C located in the virtual space VS1. The second position information is the coordinate information of position Pp1, which is the position of player character PC, position Pa2, which is the position of enemy character ECa, and position Pb2, which is the position of enemy character ECb. The characteristic information includes information on characteristics that cause the player character PC to act in such a way that the distance between them is a first distance Di1, and information on characteristics that cause the player character PC to act in such a way that the distance between them is a first distance Di1.
[0098] Next, the decision unit 334 determines the action plan for the enemy character EC based on the acquired information about character C. Subsequently, the acquisition unit 333 acquires predetermined information IFv of voxels V related to the positions where multiple characters C are located. Then, the calculation unit 335 performs an evaluation process for voxels V based on the acquired predetermined information IFv. In this evaluation process, among the evaluation points of each voxel V associated with enemy character ECa, the evaluation point of voxel Va2 corresponding to position Pa2 was the lowest value, and among the evaluation points of each voxel V associated with enemy character ECb, the evaluation point of voxel Vb2 corresponding to position Pb2 was the lowest value.
[0099] Furthermore, the decision unit 334 determines the actions of the enemy character EC based on the results of the evaluation process of voxel V. Specifically, the first action Ac12 of enemy character ECa is determined to be a series of actions in which ECa approaches the player character PC and attacks with a sword, and then moves to position Pa2 so that the distance between the player character PC and enemy character ECa becomes the first distance Di1. Furthermore, the second action Ac22 of enemy character ECb is determined to be a series of actions in which ECb approaches the player character PC and attacks with a sword, following the first action Ac12, and then moves to position Pb2 so that the distance between the player character PC and enemy character ECb becomes the first distance Di1.
[0100] The game control unit 331 then controls the actions of enemy characters ECa and ECb based on the first action Ac12 and the second action Ac22. Specifically, the actions of enemy characters ECa are as follows: ECa's first action Ac12 causes ECa to attack the player character PC and then move away; and ECb's second action Ac22 causes ECa to attack the player character PC and then move away. In this way, the scenes progress in the order of scene 6b, scene 6c, scene 6d, and scene 6b. In other words, enemy characters ECa and ECb perform coordinated movement and attack actions while appropriately maintaining a distance of the first distance Di1 from the player character PC.
[0101] Figure 7 is a schematic diagram of scenes 7a and 7b, which are examples of battle scenes BS where a player faces multiple enemy characters EC, viewed from above. Figure 8 is a schematic diagram of scene 7c, which are examples of battle scenes BS where a player faces multiple enemy characters EC, viewed from above. In scenes 7a, 7b, and 7c, the actions of character C are shown sequentially.
[0102] In scene 7a shown in Figure 7A, multiple characters C are placed in the virtual space VS1: enemy character ECc (an example of the first character C1), enemy character ECd (an example of the second character C2), player character PC (an example of the third character C3), and enemy character ECe (an example of the fourth character C4). Specifically, enemy character ECc is placed at position Pc1, enemy character ECd is placed at position Pd1, and enemy character ECe is placed at position Pe1, surrounding position Pp1 where the player character PC is located. Note that there is a voxel Vc1 at position Pc1, a voxel Vd1 at position Pd1, and a voxel Ve1 at position Pe1.
[0103] In this case, enemy characters ECc, ECd, and ECe are configured with characteristic information that specifies how they behave so that the positional relationship between enemy characters ECc, ECd, ECe, and the player character PC satisfies predetermined conditions. Specifically, for example, the predetermined condition is that the cooperation angle An is a predetermined angle. More specifically, a first cooperation angle An1, which is an example of a cooperation angle An, is the angle formed by the line connecting the position Pc1 of enemy character ECc (an example of the first character C1) and the position Pp1 of the player character PC (an example of the third character C3), and the line connecting the position Pd1 of enemy character ECd (an example of the second character C2) and the position Pp1 of the player character PC. A second cooperation angle An2, which is an example of a cooperation angle An, is the angle formed by the line connecting the position Pd1 of enemy character ECd and the position Pp1 of the player character PC, and the line connecting the position Pe1 of enemy character ECe and the position Pp1 of the player character PC. In this configuration, as one of the various behavioral patterns, enemy characters ECc, ECd, and ECe can perform actions that maintain a coordinated angle An with respect to the player character PC.
[0104] The predetermined angle in scene 7a shown in Figure 7A is approximately 120°. This positions the three enemy characters EC so that they surround the player character PC at equal intervals. When the scene transitions to scene 7b shown in Figure 7B, the three enemy characters EC move in a coordinated manner, maintaining their position of surrounding the player character PC at equal intervals, and rotating counterclockwise around the player character PC in Figure 7. Specifically, while maintaining the first coordinate angle An1 and the second coordinate angle An2 at approximately 120°, enemy character ECc moves from position Pc1 to position Pc2, enemy character ECd moves from position Pd1 to position Pd2, and enemy character ECe moves from position Pe1 to position Pe2. In other words, in this case, the evaluation score for each voxel V associated with enemy character ECc was lowest for voxel Vc2 corresponding to position Pc2, the evaluation score for each voxel V associated with enemy character ECd was lowest for voxel Vd2 corresponding to position Pd2, and the evaluation score for each voxel V associated with enemy character ECe was lowest for voxel Ve2 corresponding to position Pe2.
[0105] Furthermore, when the scene transitions to scene 7c shown in Figure 8, it is shown that the three enemy characters EC move in conjunction with the player character PC moving to position Pp2 near object OB2 (an example of an object OB that character C cannot move to). Note that there is a voxel Vp2 at position Pp2. In this case, the movement of enemy character EC to the position of object OB2 placed in virtual space VS1 is restricted based on predetermined information IFv of voxel V acquired by acquisition unit 333. As a result, while maintaining the first linkage angle An1 and the second linkage angle An2 at approximately 90°, enemy character ECc moves from position Pc2 to position Pc3, enemy character ECd moves from position Pd2 to position Pd3, and enemy character ECe moves from position Pe2 to position Pe3. In other words, in this case, the evaluation score of voxel Vc3 corresponding to position Pc3 is the lowest for each voxel V associated with enemy character ECc, the evaluation score of voxel Vd3 corresponding to position Pd3 is the lowest for each voxel V associated with enemy character ECd, and the evaluation score of voxel Ve3 corresponding to position Pe3 is the lowest for each voxel V associated with enemy character ECe. In this way, the cooperation angle An is appropriately changed depending on the number of enemy character ECs surrounding the player character PC, the areas in the virtual space VS where enemy character ECs cannot move, etc. Note that in the positional relationships of multiple character C shown in Figures 7 and 8, the explanation was given using the example of multiple enemy character ECs acting so that the cooperation angle An satisfies a predetermined angle as a predetermined condition, but it is not limited to this. For example, the positional relationship of each character C may be set to a predetermined distance, without being limited to the cooperation angle An satisfying a predetermined angle, as a predetermined condition. Furthermore, multiple enemy characters EC may act in such a way that the relative positions of each character C are at a predetermined distance and the coordinate angle An is at a predetermined angle, as specified conditions.
[0106] Furthermore, in scene 7c shown in Figure 8, if the player character PC is looking in the direction of enemy characters ECc and ECd, it is assumed that enemy character ECe is not visible. In this case, enemy character ECe is not drawn on the game screen 5. Even in such a situation, as described above, multiple enemy characters EC will act in coordination.
[0107] [others] With respect to the information processing system 1 according to the above embodiment, the following configurations may be adopted.
[0108] In the embodiment described above, the case where the distance between each non-player character NPC and the player character PC is the same was explained as an example, but it is not limited to this. For example, the distance between each non-player character NPC and the player character PC may be set. Specifically, the game control unit 331 may control the actions of the first character C1 (an example of a non-player character NPC) so that the distance between the first character C1 and the third character C3 (an example of a player character PC) is a first distance Di1, and control the actions of the second character C2 (an example of a non-player character NPC) so that the distance between the second character C2 and the third character C3 (an example of a player character PC) is a second distance Di2 which is different from the first distance Di1. With this embodiment, each non-player character NPC can act in relation to the player character PC according to the distance set for each of them.
[0109] In the embodiment described above, the case of two or three non-player character NPCs was explained as an example, but it is not limited to this. For example, any number of non-player character NPCs may form a group G, or multiple groups G may be formed. Specifically, for example, multiple characters C may include at least multiple non-player character NPCs that are not controllable by user operation and a player character PC that is controllable by user operation, thereby forming a group G1 (an example of group G) with multiple non-player character NPCs. In this case, group G1 includes at least a first character C1 and a second character C2, and the player character PC includes at least a third character C3. In such a situation, the game control unit 331 may control the behavior of each non-player character NPC so that the distance between each non-player character NPC and the player character PC becomes a predetermined distance, according to a predetermined distance that has been individually associated with each non-player character NPC in advance. Specifically, the decision unit 334 determines a group action GAc1 by group G1 for the player character PC, according to predetermined information IFv of the acquired voxel V. In this case, the group action GAc1 is an action in which at least the second character C2 of group G1 is linked to the action of the first character C1. Specifically, for example, a group Ga consisting of enemy characters EC with swords, a group Gb consisting of enemy characters EC with spears, and a group Gc consisting of enemy characters EC with bows and arrows may be formed. Each enemy character EC belonging to each group G may perform coordinated actions such as movement and attack, or they may perform coordinated actions with any of the groups G from group Ga, group Gb, and group Gc. For example, a coordinated action may be performed in which group Ga performs a close-range slashing attack with a sword, followed by group Gc performing a long-range attack with a bow and arrow. With this configuration, group G actions by a group G formed by multiple non-player characters NPCs become possible. As a result, it becomes possible to express more realistic actions in the virtual space VS while enabling even more diverse action patterns.Furthermore, Group G is not limited to consisting solely of non-player characters (NPCs); a Group G may also be formed that includes player characters (PCs) and allied characters (TCs).
[0110] In the aforementioned embodiment, the first character C1 and the second character C2 are enemy characters EC, and the third character C3 is the player character PC, as an example of multiple characters C placed in the virtual space VS. However, the embodiment is not limited to this. For example, the first character C1 may be the player character PC, the second character C2 may be an ally character TC (an example of a non-player character NPC), and the third character C3 may be the enemy character EC. In this case, the ally character TC acts in conjunction with the actions of the player character PC. Specifically, for example, after the player character PC attacks the enemy character EC with a sword, the ally character TC attacks the enemy character EC again with a sword. With this embodiment, it becomes possible for the actions of the ally character TC to be linked to the actions of the player character PC.
[0111] In the aforementioned embodiment, the example described was one in which information about the attributes of the virtual space VS is not used, but the system is not limited to this, and for example, information about the attributes of the virtual space VS may be used. Furthermore, when information about the attributes of the virtual space VS is used, the actions of the non-player character NPCs should be determined according to the attributes of the virtual space VS. In this case, the attributes of the virtual space VS refer to characteristics, features, etc., in the virtual space VS, such as grasslands, mountains, caves, urban areas, and the interior of structures. Specifically, for example, the acquisition unit 333 acquires the attributes of the virtual space VS where multiple characters C are located. In this case, the acquisition unit 333 may acquire the information about the attributes of the virtual space VS in response to the start of a quest, in response to the acquisition of predetermined information IFv of voxel V, or at any arbitrary timing. Then, the determination unit 334 may determine the first action Ac1 by the first character C1 towards the third character C3, and the second action Ac2 by the second character C2, which is linked to the first action Ac1, according to the acquired attributes of the virtual space VS and predetermined information IFv of voxel V. This allows non-player characters (NPCs) to act according to the attributes of the virtual space (VS). Specifically, for example, if the virtual space (VS) attribute is grassland, a coordinated attack action is determined where NPCs surround the player character (PC) and perform sequential vertical slashes. If the virtual space (VS) attribute is inside a structure, a coordinated attack action is determined where NPCs surround the player character (PC) and perform simultaneous thrust attacks. If the virtual space (VS) attribute is a passage inside a structure, a coordinated attack action is determined where NPCs surround the player character (PC) by blocking their path and perform thrust attacks. In other words, even when the same type of voxel V is arranged, the actions will differ depending on the attributes of the virtual space (VS). With this configuration, a wider variety of action patterns become possible by linking the first action Ac1 of the first character C1 with the second action Ac2 of the second character C2, which is based on the attributes of the virtual space (VS). Note that information about the attributes of the virtual space (VS) may be included in the predetermined information IFv of the arranged voxel V. In this case, the attributes of the virtual space (VS) are obtained by acquiring the predetermined information IFv of the voxel V.
[0112] In the aforementioned embodiment, the example described was the acquisition of predetermined information IFv of voxels V arranged in a part of the virtual space VS1 as predetermined information IFv of voxels V related to the positions where multiple characters C are placed, but the invention is not limited to this. For example, depending on a predetermined situation, predetermined information IFv of voxels V at the positions where each character C is placed may be acquired, or predetermined information IFv of voxels V arranged in an area of any size may be acquired. In this case, the predetermined situation may be determined depending on the type of enemy character EC that the player character PC is fighting. In detail, if the enemy character EC that the player character PC is fighting is a normal enemy character EC, it is preferable to acquire predetermined information IFv of voxels V arranged in an area of any size. On the other hand, if the enemy character EC that the player character PC is fighting is a boss enemy character EC, it is preferable to acquire predetermined information IFv of voxels V at the positions where each character C is placed.
[0113] In the aforementioned embodiment, the first action Ac1 by the first character C1 and the second action Ac2 by the second character C2, which is linked to the first action Ac1, are determined by acquiring predetermined information IFv of voxel V as an example, but the invention is not limited to this. For example, the first action Ac1 by the first character C1 and the second action Ac2 by the second character C2, which is linked to the first action Ac1, may be determined by acquiring position information of multiple characters C. In other words, the determination unit 334 may determine the first action Ac1 by the first character C1 and the second action Ac2 by the second character C2, which is linked to the first action Ac1, in accordance with the acquired position information of multiple characters C. Furthermore, the determination unit 334 may determine the first action Ac1 and the second action Ac2 based on the acquired position information of multiple characters C such that the positional relationship between the first character C1, the second character C2, and the third character C3 satisfies predetermined conditions. In this case, the predetermined condition is that the linking angle An is a predetermined angle, and the linking angle An is the angle formed by the line connecting the position of the first character C1 and the position of the third character C3, and the line connecting the position of the second character C2 and the position of the third character C3. According to this embodiment, based on the position information of multiple characters C, it becomes possible to create diverse action patterns for the second action Ac2 performed by the second character C2, which is linked to the first action Ac1. Furthermore, it becomes possible to express realistic actions that do not feel unnatural as the second action Ac2 performed by the second character C2. As a result, it is possible to provide a game that does not easily lose its appeal.
[0114] In the aforementioned embodiment, the case in which the game provided by the information processing system 1 is configured to include multiple quests was described as an example, but the invention is not limited to this. For example, the game provided by the information processing system 1 may be configured as a single game. Specifically, for example, the game may consist of a clear condition for clearing all the set story, an interruption condition for interrupting the story (e.g., turning off the power to the game device 3), and a restart condition for restarting the story (e.g., turning on the power to the game device 3). In this case, in the processing of activity A002, the game control unit 331 executes a process to start the game. Alternatively, if the restart condition for the game is met, the game control unit 331 executes a process to restart the game. In the processing of activity A302, the calculation unit 335 determines whether or not the game's clear condition is met based on the result of character C's actions. Then, in the processing of activity A303, the game control unit 331 terminates the game. Furthermore, if the interruption condition for the game is met, the game control unit 331 executes a process to interrupt the information processing performed by the information processing system 1.
[0115] At least one of the devices included in the information processing system 1 may be located outside of Japan. For example, the information processing device 2 may be located outside of Japan, and a user in Japan may access the information processing device 2 using their game device 3, or the information processing device 2 may be located in Japan, and a user outside of Japan may access the information processing device 2 using their game device 3. With such a configuration, a more engaging experience can be provided to the user through various management methods.
[0116] In one embodiment, the game control unit 331, reception unit 332, acquisition unit 333, determination unit 334, calculation unit 335, and display control unit 336 are described as functional units realized by the control unit 33 of the game device 3. However, at least a part of these may be implemented as functional units realized by the control unit 23 of the information processing device 2. Furthermore, the various types of information described in the above example may be stored not only in the storage unit 32 of the game device 3, but also in the storage unit 22 of the information processing device 2 and other external devices in a distributed manner. In such cases, distributed ledger management based on blockchain or the like may be implemented.
[0117] Furthermore, they may be provided in the following embodiments.
[0118] (1) An information processing system comprising at least one processor, the processor configured to perform the following steps by reading a program, the system comprising: a game control step, the system controls a game which progresses through the actions of a plurality of characters placed in a virtual space, wherein the virtual space is configured to have a plurality of voxels arranged in at least part thereof, each voxel having predetermined information that is individually associated in advance, the plurality of characters comprising at least a first character, a second character and a third character, the system comprising: a first acquisition step, the system acquires the predetermined information of the voxels related to the positions in which the plurality of characters are placed, and the system comprising a determination step, the system determines a first action by the first character toward the third character and a second action by the second character linked to the first action, according to the predetermined information of the acquired voxels.
[0119] This configuration makes it possible to create diverse behavioral patterns for the second action performed by the second character in response to the first action. Furthermore, it becomes possible to express realistic and natural behavior as the second action performed by the second character. As a result, it is possible to provide a game that is less likely to lose its appeal.
[0120] (2) The system described in (1) above, wherein in the decision step, the system determines the first action and the second action based on the predetermined information of the acquired voxel such that the positional relationship of the first character, the second character and the third character satisfies predetermined conditions.
[0121] In this configuration, by making decisions using predetermined conditions, it becomes possible to represent more realistic actions in the virtual space while enabling a wider variety of action patterns as a second action by the second character.
[0122] (3) The system described in (2) above, wherein the predetermined condition is that the distance between the first character and the third character is the first distance, and the distance between the second character and the third character is the first distance.
[0123] In this configuration, as one of the diverse behavioral patterns, the first and second characters can maintain a certain distance from the third character. As a result, a more engaging experience can be provided to the user.
[0124] (4) In the system described in (2) or (3) above, the predetermined condition is that the linking angle is a predetermined angle, where the linking angle is the angle formed by the line connecting the position of the first character and the position of the third character and the line connecting the position of the second character and the position of the third character.
[0125] In this configuration, as one of the diverse behavioral patterns, the first character and the second character can maintain a coordinated angle with respect to the third character.
[0126] (5) A system according to any one of (1) to (4) above, wherein in the second acquisition step, the attributes of the virtual space in which the plurality of characters are located are acquired, and in the determination step, the first action and the second action are determined according to the acquired attributes of the virtual space and the predetermined information of the voxels.
[0127] In this configuration, by making the second action of the second character corresponding to the attributes of the virtual space, an even wider variety of action patterns becomes possible.
[0128] (6) A system according to any one of (1) to (5) above, wherein the first character and the second character are non-player characters that cannot be controlled by user operation, and the third character is a player character that can be controlled by user operation.
[0129] This configuration allows for a wider variety of behavioral patterns for non-player characters, while also enabling the representation of more realistic behavior in the virtual space.
[0130] (7) A system according to any one of (1) to (6) above, wherein the first character and the second character are non-player characters that cannot be controlled by user operation, and the third character is a player character that can be controlled by user operation, and in the game control step, the actions of the first character are controlled so that the distance between the first character and the third character is a first distance, and the actions of the second character are controlled so that the distance between the second character and the third character is a second distance different from the first distance.
[0131] In this configuration, each non-player character can act towards the player character according to the distance set for each non-player character.
[0132] (8) A system according to any one of (1) to (6) above, wherein the first character and the second character are non-player characters that cannot be controlled by user operation, and the third character is a player character that can be controlled by user operation, and in the game control step, the actions of the first character are controlled so that the distance between the first character and the third character is a first distance, and the actions of the second character are controlled so that the distance between the second character and the third character is a first distance.
[0133] In this configuration, each non-player character can act in such a way that the distance between each non-player character and the player character is the same.
[0134] (9) The system described in any one of (1) to (8) above, wherein the plurality of characters include at least a plurality of non-player characters that are not controllable by user operation and a player character that is controllable by user operation, thereby forming a group of the plurality of non-player characters, the group including at least the first character and the second character, the player character including at least the third character, the game control step controls the behavior of each non-player character so that the distance between each non-player character and the player character becomes the predetermined distance according to a predetermined distance that has been individually associated with each non-player character in advance, the decision step determines a group action by the group toward the player character according to the predetermined information of the acquired voxel, where the group action is an action in which at least the second character of the group is linked to the action of the first character.
[0135] This configuration enables group actions by a group formed by multiple non-player characters. As a result, it becomes possible to represent more realistic actions in the virtual space while enabling a wider variety of behavior patterns.
[0136] (10) A system according to any one of (1) to (9) above, wherein the game control step controls the virtual space to advance a game in which the plurality of characters can act simultaneously, and the plurality of characters include non-player characters that cannot be controlled by user operation and player characters that can be controlled by user operation.
[0137] In this configuration, in a game where multiple characters can act simultaneously, it becomes possible to represent more realistic actions in the virtual space while enabling a wider variety of action patterns as a second action by the second character.
[0138] (11) An information processing method comprising each step of the information processing system described in any one of (1) to (10) above.
[0139] This configuration makes it possible to create diverse behavioral patterns for the second action performed by the second character in response to the first action. Furthermore, it becomes possible to express realistic and natural behavior as the second action performed by the second character. As a result, it is possible to provide a game that is less likely to lose its appeal.
[0140] (12) A program that causes at least one computer to perform each step of the information processing system described in any one of (1) to (10) above.
[0141] This configuration makes it possible to create diverse behavioral patterns for the second action performed by the second character in response to the first action. Furthermore, it becomes possible to express realistic and natural behavior as the second action performed by the second character. As a result, it is possible to provide a game that is less likely to lose its appeal. Of course, this is not always the case.
[0142] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the gist of the disclosure. These embodiments and their variations are included in the scope and gist of the disclosure, as well as in the disclosures described in the claims and their equivalents. [Explanation of Symbols]
[0143] 1: Information Processing System 11: Communication Network 2: Information Processing Device 20: Communications bus 21: Communications Department 22: Storage section 23: Control Unit 3: Game device 30: Communications bus 31: Communications Department 32: Storage section 33: Control Unit 331: Game Control Department 332: Reception Department 333: Acquisition Department 334: Decision Section 335: Arithmetic section 336: Display Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 5: Game screen 5a: Game screen 5b: Game screen 6: Scene 6a: Scene 6b: Scene 6c: Scene 6d: Scene 7: Scene 7a :Scene 7b :Scene 7c: scene Ac1: First Action Ac11: First Action Ac12: 1st action Ac2: 2nd action Ac21: 2nd action Ac22: 2nd action An: Angle of cooperation An1: First linking angle An2: Second link angle BS: Battle Scene BS1: Battle Scene C: Character C1: First character C2: Second character C3: Third character C4: 4th Character Di1: First distance Di2: Second distance EC: Enemy Character ECa: Enemy Character ECb: Enemy character ECc: Enemy character ECd: Enemy character ECe: Enemy character G: Group G1: Group GAc1: Group Activities Ga: Group Gb: Group Gc: Group IFv: Prescribed information OB: Object OB1: Object OB2: Object PC: Player Character Pa1 :Position Pa2 :Position Pai :Position Paj:Position Pak :Position Pb1 :Position Pb2 :Position Pbi :Position Pbj :Position Pbk :Position Pc1:Position Pc2:Position Pc3:Position Pd1 :Position Pd2 :Position Pd3 :Position Pe1:Position Pe2 :Position Pe3:Position Pp1 :Position Pp2 :Position TC: Ally character VS: Virtual Space VS1: Virtual Space V: Voxel Va1: Voxel Va2: Voxel Vb1: Voxel Vb2: Voxel Vc1: Voxel Vc2: Voxel Vc3: Voxel Vd1: Voxel Vd2: Voxel Vd3: Voxel Ve1: Voxel Ve2: Voxel Ve3: Voxel Vp1: Voxel Vp2: Voxel
Claims
1. An information processing system, The system comprises at least one processor, the processor configured to perform the following steps by reading a program: In the game control step, the game progresses through the actions of multiple characters placed in a virtual space, and here, The virtual space is configured to arrange a plurality of voxels in at least a portion of it. Each of the voxels has predetermined information that is individually associated with it in advance. The plurality of characters include at least a first character, a second character, and a third character. In the first acquisition step, the predetermined information of the voxels related to the positions where the plurality of characters are placed is acquired. In the decision step, the system determines a first action by the first character toward the third character and a second action by the second character linked to the first action, according to the predetermined information of the acquired voxel.
2. In the system described in claim 1, In the determination step, the system determines the first action and the second action based on the predetermined information of the acquired voxel, such that the positional relationship between the first character, the second character, and the third character satisfies predetermined conditions.
3. In the system described in claim 2, The predetermined conditions are that the distance between the first character and the third character is a first distance, and the distance between the second character and the third character is a first distance, in this system.
4. In the system described in claim 2, The aforementioned predetermined condition is that the linking angle is a predetermined angle, where the linking angle is the angle formed by the line connecting the position of the first character and the position of the third character and the line connecting the position of the second character and the position of the third character, in this system.
5. In the system described in claim 1, In the second acquisition step, the attributes of the virtual space in which the multiple characters are located are acquired. In the aforementioned decision step, the system determines the first action and the second action according to the acquired attributes of the virtual space and the predetermined information of the voxel.
6. In the system described in claim 1, The first character and the second character are non-player characters that cannot be controlled by user operations. The system wherein the third character is a player character controllable by the user's operation.
7. In the system described in claim 1, The first character and the second character are non-player characters that cannot be controlled by user operations. The third character is a player character that can be controlled by the user's operation, In the aforementioned game control step, The actions of the first character are controlled so that the distance between the first character and the third character becomes a first distance. A system for controlling the actions of the second character such that the distance between the second character and the third character becomes a second distance, which is different from the first distance.
8. In the system described in claim 1, The first character and the second character are non-player characters that cannot be controlled by user operations. The third character is a player character that can be controlled by the user's operation, In the aforementioned game control step, The actions of the first character are controlled so that the distance between the first character and the third character becomes a first distance. A system that controls the behavior of the second character such that the distance between the second character and the third character becomes a first distance.
9. In the system described in claim 1, The plurality of characters includes at least a plurality of non-player characters that are not controllable by user operation and a player character that is controllable by user operation, thereby forming a group of the plurality of non-player characters. The group includes at least the first character and the second character, The aforementioned player character includes at least the aforementioned third character, In the game control step, the actions of each non-player character are controlled so that the distance between each non-player character and the player character becomes the predetermined distance, according to a predetermined distance that has been individually associated with each non-player character in advance. In the decision step, the system determines a group action by the group toward the player character in accordance with the predetermined information of the acquired voxel, wherein the group action is an action in which at least the second character of the group is linked to the action of the first character.
10. In the system described in claim 1, In the game control step, the game is controlled to proceed in the virtual space so that the multiple characters can act simultaneously. The system includes a plurality of characters, which are non-player characters that cannot be controlled by user operations and player characters that can be controlled by user operations.
11. Information processing method, A method comprising each step of the information processing system described in any one of claims 1 to 10.
12. It is a program, A program that causes at least one computer to perform each step of the information processing system described in any one of claims 1 to 10.