Information processing systems, information processing methods, and programs

The information processing system diversifies non-player character behavior by associating them with player characters, enhancing gameplay interaction and engagement through dynamic character actions.

JP2026135684APending Publication Date: 2026-08-25CAPCOM CO LTD
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Patent Information

Application Number
JP2025021346
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-13
Publication Date
2026-08-25

AI Technical Summary

Technical Problem

Existing game systems lack diversity in the behavior characteristics of non-player characters, limiting engagement and interaction between players.

Method used

An information processing system that acquires situation information of non-player characters, associates them with player characters, and controls their actions based on predetermined reference information, including action information and situation information, to diversify their behavior.

Benefits of technology

Enhances player engagement by providing non-player characters with behavior characteristics similar to their corresponding player characters, allowing for more strategic and interactive gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

This technology provides ways to diversify the behavioral characteristics of non-player characters. [Solution] In the acquisition step, situation information indicating the game status of a non-player character is acquired. In the output step, control information for controlling the actions of the non-player character is output based on the situation information and predetermined reference information. The non-player character is associated with a first character or other non-player character with whom it collaborates in a virtual space. The reference information is configured to allow referencing action information about the actions of the first character or other non-player character, and situation information at the timing when the control corresponding to the action information is executed. The action information is acquired sequentially via input from the first player operating the first character, or sequentially in response to actions taken by the first character or other non-player characters, and managed in an information processing system.
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Description

Technical Field

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

[0002] For example, Patent Document 1 discloses "a game program that causes a change in the behavior of a non-player character according to the behavior taken by a player character." Each time the player character performs a predetermined boom trigger action, 1 is added to the action count counter held for each non-player character. The value of the action count counter is periodically added to the boom value held for each non-player character. When the boom value reaches the upper limit, the program is executed so that the non-player character performs an action related to the boom trigger action taken by the player character.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a game field, it may be desirable to diversify the behavior characteristics of non-player characters by reflecting the behavior characteristics of other characters.

[0005] In view of the above circumstances, the present disclosure aims to provide a technique for diversifying the behavior characteristics of non-player characters.

Means for Solving the Problems

[0006] According to one aspect of the present disclosure, an information processing system is provided, comprising a processor capable of executing a program such that the following steps are performed: an acquisition step acquires situation information indicating the game status of a non-player character; an output step outputs control information for controlling the actions of a non-player character based on the situation information and predetermined reference information; the non-player character is associated with a first character or other non-player character with whom it collaborates in a virtual space; the reference information is configured to at least refer to action information about the actions of the first character or other non-player character and situation information at the timing when control corresponding to the action information is performed; and the action information is acquired sequentially via input from a first player operating the first character, or acquired sequentially in response to actions performed by the first character or other non-player characters, and managed in the information processing system.

[0007] According to this disclosure, the behavioral characteristics of non-player characters can be diversified. [Brief explanation of the drawing]

[0008] [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 information processing device 2 according to this embodiment. [Figure 3] This is an activity diagram illustrating an overview of a preferred information processing method. [Figure 4] Figure 3 is an activity diagram showing an overview of the information processing performed by the information processing system 1 during the game in Activity A107. [Figure 5] This is an overview diagram of character table T2. [Figure 6] This is an overview diagram of the behavioral characteristics table T3 for non-player characters. [Figure 7]This diagram illustrates the process of determining or changing the appearance (character model, textures, etc.) of the non-player character NP1. [Modes for carrying out the invention]

[0009] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.

[0010] 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).

[0011] 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 trained model that has been pre-trained to learn the correlation between input and output, or a generative AI such as a large-scale language model or visual language model that can output a desired result by inputting a prompt.

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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 a 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.

[0016] 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.

[0017] 2. Overview of 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 configured 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, even a single information processing device 2 or game device 3 described later can be an example of the information processing system 1.

[0018] 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. For each user, 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.

[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, when the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, it advances the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operations.

[0020] 2.1 Hardware Configuration Hereinafter, referring to FIG. 1, each hardware configuration of the information processing system 1 will be described.

[0021] <Information Processing Device 2> As shown in FIG. 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.

[0022] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for game programs, gacha lottery requests according to user operations, quest execution requests, execution / termination requests for auto-play, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.

[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. The storage unit 22 stores various programs including a part of the game program according to the present embodiment and various data related to the game.

[0024] 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, if the game medium is a player character, include combat power, attack power, defense power, intelligence, or speed.

[0025] 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.

[0026] 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.

[0027] 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."

[0028] <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.

[0029] 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.

[0030] 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.

[0031] 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 includes at least one processor, and the processor is programmed so that each of the steps described later proceeds.

[0032] 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.

[0033] 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.

[0034] 2.2 Functional Configuration Next, with reference to Figure 2, the functional configurations of the information processing device 2 in the information processing system 1 will be explained.

[0035] Figure 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Figure 2, the control unit 23 (processor) functions as a game control unit 230, reception unit 231, acquisition unit 232, identification unit 233, generation unit 234, determination unit 235, update unit 236, output unit 237, display control unit 238, and artificial intelligence unit 239 by executing various programs stored in the memory unit 22. In other words, information processing by software stored in the memory unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The game control unit 230 is configured to control the progress of the game as a game control step. For example, the game control unit 230 controls the progress of a multiplayer game.

[0037] The reception unit 231 is configured to receive various types of information as a reception step. For example, as a reception step, the reception unit 231 receives game data in the virtual game space, or input of game progress operations 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 231 receives input from the user via the input device 4c, via the communication unit 31, the communication network 11, and the communication unit 21, etc. In this embodiment, the various types of information received by the reception unit 231 are described as being stored in the storage unit 22.

[0038] The acquisition unit 232 is configured to acquire various types of information as an acquisition step. For example, the acquisition unit 232 acquires various types of information in the virtual game space, input of various requests from the user, etc., from the storage unit 22 of the information processing device 2, or from the game device 3 or other external devices via the communication network 11. In this embodiment, the various types of information received by the acquisition unit 232 are described as being stored in the storage unit 22.

[0039] The identification unit 233 is configured to identify various types of information as an identification step. For example, as an identification step, the identification unit 233 identifies the behavioral characteristics of a non-player character from reference information. The reference information is configured to at least refer to behavior information IF2 about the actions of other characters and situation information IF1 at the timing when the control corresponding to the behavior information IF2 is executed.

[0040] The generation unit 234 is configured to generate various information or game media as a generation step. For example, as a generation step, the generation unit 234 generates a new non-player character in response to a request from the player.

[0041] The determination unit 235 is configured to perform a determination step. For example, as a determination step, the determination unit 235 determines a coefficient to be associated with the new non-player character generated by the generation unit 234. The coefficient is a coefficient related to inheriting the characteristics of the character associated with the non-player character.

[0042] The update unit 236 is configured to update various types of information as an update step. For example, as an update step, the update unit 236 updates information indicating the character's behavioral characteristics according to the reference information.

[0043] The output unit 237 is configured to output various types of information as an output step. For example, the output unit 237 outputs control information IF3 for controlling the operation of non-player characters.

[0044] The display control unit 238 is configured, as a display control step, to display various information stored in the storage unit 22 or storage unit 32, or screens containing such information, on the display 4a of the game device 3 in a manner that is visible to the user. When the phrase "display" is used, it is not particularly important to specify whether the display medium to be displayed is in the local environment or whether the processing for display is performed via the communication network 11. The display control unit 238 may generate the visual information itself, such as screens, images (e.g., still images or videos), icons, text, etc., that is visible to the human eye, or it may generate rendering information for displaying the visual information on the display 4a and transmit it to the game device 3. As a result, various information is presented to the user operating the game device 3, etc.

[0045] The artificial intelligence unit 239 is configured to receive input from each functional unit and return the instructed output. The artificial intelligence used by the information processing device 2 in each functional unit may be common to all units, or it may be prepared individually for each functional unit.

[0046] The artificial intelligence unit 239 may include learning models such as a Transformer or a language model such as a Recurrent Neural Network (RNN), including a generative AI.

[0047] The language model is an example of a learning model using a machine learning algorithm. Specific machine learning algorithms include nearest neighbors, naive Bayes, decision trees, support vector machines, and deep learning using neural networks. The artificial intelligence unit 239 can apply the above algorithms as appropriate.

[0048] The artificial intelligence unit 239 may have a trained model constructed by a learning method such as supervised learning, unsupervised learning, or self-supervised learning. In supervised learning, machine learning is performed using training data. Training data consists of pairs of input data and output data (correct answer data) for training. Furthermore, the language model may not only be one trained for a specific task, but also a general-purpose model that can be used universally for a wide range of tasks. The trained model included in the artificial intelligence unit 239 can undergo additional training as transfer learning or fine-tuning.

[0049] 3. Overview of Information Processing This section outlines the flow of information processing methods executed by information processing system 1. Figure 3 is an activity diagram showing an outline of a preferred example of an information processing method.

[0050] The results of the processing in each activity included in the information processing described below may be output in a manner recognizable to the user using the graphics processing unit 34a or audio processing unit 34b of the game device 3, as appropriate. Note that this information processing may include any exception handling not shown. Exception handling includes interrupting the information processing or omitting each process. The selections or inputs made in this information processing may be based on user operation or may be performed automatically without user operation.

[0051] The game to which this information processing applies will be described as having a configuration in which multiple players simultaneously play the game on a single field. Hereafter, a configuration in which multiple players simultaneously play the game on a single field may be referred to as multiplayer. Furthermore, users who play the game may be referred to as players.

[0052] Furthermore, we will describe a configuration in which multiple players cooperate to advance the game in a virtual game space. Specifically, we will describe an example in which players advance the game with a first character PC1 controlled by the first player PL1 and a second character PC2 controlled by the second player PL2 associated with each other.

[0053] More specifically, in this embodiment, the game progresses with a story in which the first character PC1 and the second character PC2 marry in the virtual game space, and a child (non-player character NP1) is born between the first character PC1 and the second character PC2.

[0054] First, the game device 3 transmits a game play request in response to an input operation by the first player PL1 via the input device 4c. Then, the receiving unit 231 of the information processing device 2 receives the game play request from the first player PL1 as a receiving step (activity A101). In this embodiment, the game is described as a so-called action or RPG format in which the story can be advanced by moving a character in response to the player's operations. However, the format of the game to which this information processing is applied is not limited to this and is arbitrary; it may be a single-player game or a multiplayer game, a cooperative game or a competitive game, an online game or an offline game.

[0055] Next, the game control unit 230, as a game control step, advances the game based on the actions of the first player PL1 (Activity A102). The game progresses through the actions of the first character PC1, selected by the first player PL1. This advances the story included in the game's content, and the chapters, which are elemental content, are cleared sequentially. At this point, the game's play history is updated according to the game's progress. The play history may include, for example, play time, the date and time of the last play, and the game's progress. The game's progress can be represented by the number of chapters cleared or the completion rate of quests included in the game.

[0056] Activities A103 to A104 describe the process by which the operation history of the first character PC1, as performed by the first player PL1, is stored. First, the acquisition unit 232 acquires input information IF21 for operating the first character PC1 via the operation of the first player PL1 as an acquisition step (Activity A103). Subsequently, the control unit 23 performs a process to manage the operation history table T1 by associating the input information IF21 acquired in Activity A103 with the status information IF1 at the timing when the control corresponding to the input information IF21 is executed (Activity A104). Input information IF21 is a specific example of operation information IF2 related to the character's movement in the virtual game space.

[0057] Situation information IF1 may include, for example, environmental information indicating the environment of the virtual game space, information indicating the state of enemy characters surrounding the first character PC1, or information indicating the state of the first character PC1 itself. Specifically, the environmental information may include information regarding the positional relationship between the first character PC1 and the enemy characters.

[0058] To summarize the above process, the operation history table T1 (an example of reference information) is configured to at least reference input information IF21 (an example of operation information IF2) about the operation of the first character PC1, and status information IF1 at the timing when the control corresponding to the input information IF21 is executed. The input information IF21 is acquired sequentially via input from the first player PL1 who operates the first character PC1, or sequentially in response to the operation of the first character, and is managed in the information processing system 1. Here, the acquisition unit 232 may acquire operation information IF2, which shows the result of the operation of the first character PC1 by the input information IF21, instead of the input information IF21. The operation history table T1 may have a configuration in which multiple action patterns are associated with a predetermined situation. Furthermore, information indicating the frequency or proportion of the execution of each of the multiple action patterns may be associated with it.

[0059] The processing related to activities A103 to A104 was explained using the first character PC1 as an example, but the same processing may be performed for characters controlled by other players.

[0060] Independent of the processing related to activities A103 to A104, processing to associate characters with each other may be performed in activities A105 to A109. Furthermore, processing to generate a non-player character NP1 may be performed. In this embodiment, the case in which the first character PC1 and the second character PC2 are associated and the game progresses will be described.

[0061] The reception unit 231 receives a request from the first player PL1 to marry the first character PC1 to the second character PC2 via input to the game device 3. The reception unit 231 may also receive a similar request from the second player PL2. Subsequently, the control unit 23 associates the information of the first character PC1 with the information of the second character PC2 and manages it with the information processing system 1 (activity A105). With the first character PC1 and the second character associated, the game proceeds with the assumption that the first character PC1 and the second character PC2 are married in the virtual game space.

[0062] In this embodiment, we will describe the case where a request to generate a non-player character NP1 is received from the first player PL1. The generated non-player character NP1 corresponds to the child of the first character PC1 and the second character PC2, who are married. For example, the reception unit 231 receives a request to generate a non-player character NP1 from the first player PL1 via input to the game device 3. Subsequently, the generation unit 234 generates the non-player character NP1 in response to the request received from the first player PL1 (activity A106). The generation unit 234 may also generate the non-player character NP1 in response to requests received not only from the first player PL1 but also from the second player PL2. The non-player character NP1 is further associated with the second character PC2, which is operated by the second player PL2.

[0063] In this configuration, players can generate non-player characters at any time to play the game in cooperation with their own characters. Furthermore, players can share the generated non-player characters with other players. Therefore, events such as "a child being born to a married couple" in the real world can be experienced in the virtual game space. Moreover, the occurrence of such events in the virtual game space deepens interaction among players. Thus, a more engaging experience can be provided to players.

[0064] Here, when characters who are married in the virtual game space cooperate to defeat enemy characters, the players may be designed to receive greater benefits compared to when they defeat the same enemy characters through simple multiplayer. For example, when married characters cooperate to defeat enemy characters, the amount or rarity of obtainable rewards may increase compared to when they defeat the same enemy through simple multiplayer, or the degree of leveling up, such as an increase in experience points, may increase. This configuration can encourage more active interaction between players in the virtual game space. Therefore, it is possible to provide players with a more interesting experience.

[0065] Hereafter, the first character PC1 may be referred to as the "father character," the second character PC2 as the "mother character," and the non-player character NP1 as the "child character." Alternatively, the first character PC1 and the second character PC2 may be collectively referred to as the "parent character."

[0066] Furthermore, as a specific step, the decision unit 235 determines the behavioral characteristics of the non-player character NP1 generated in activity A105 (activity A106). Specifically, the decision unit 235 identifies a table that matches the non-player character NP1 from one or more behavioral characteristics tables T3 (an example of behavioral characteristics) that are pre-managed in the information processing system 1. The behavioral characteristics table T3 is a table in which at least the options for the behavioral patterns of the non-player character NP1 and their occurrence probabilities can be referenced. In addition, the behavioral characteristics table T3 of the non-player character NP1 can be identified based on the parent character's action history table T1. Specific examples of the behavioral characteristics table T3 and the method for determining the behavioral characteristics table T3 will be described later.

[0067] Next, the game control unit 230 advances the game based on the player's input (Activity A107). Specifically, the first character PC1 and the second character PC2 may act together in the virtual game space. Furthermore, the generated non-player character NP1 may follow either the first character PC1 or the second character PC2. The process for controlling the actions of the non-player character NP1 will be explained in the activity diagram in Figure 4.

[0068] The behavioral characteristics table T3 corresponding to the non-player character NP1 may be updated as the game progresses. For example, if the character information IF4 indicating the status of the non-player character NP1 satisfies a predetermined condition, the update unit 236 further updates the behavioral characteristics table T3 of the non-player character NP1 (an example of behavioral characteristics) according to the player character's reference information as a first update step (Activity A108). For example, the character information IF4 may include information indicating an indicator corresponding to the age of the non-player character NP1 in the virtual game space, that is, a period starting from the time the non-player character NP1 was created. Alternatively, the character information IF4 may include the parent character's or the non-player character NP1's behavioral record in the virtual game space.

[0069] In this configuration, the actions of non-player characters, which have a corresponding relationship with the player character, also change in accordance with the changes or evolution of the player character's actions. Therefore, both the player character and the non-player character can grow together as the game progresses, enabling more strategic gameplay.

[0070] Furthermore, the correspondence between the non-player character NP1 and the first character PC1 may be changed as the game progresses. For example, if the information processing system 1 finds that the character information IF4, which indicates the status of the non-player character NP1, satisfies a predetermined condition, a change process is executed (activity A109). For example, the change process may include dissolving the correspondence between the non-player character NP1 and the first character PC1. Alternatively, the change process may include a process to newly associate the non-player character NP1 with a third character. The third character is a player character or another non-player character. In this configuration, changes in the correspondence between characters occur as the game progresses. Specifically, the non-player character NP1 acts independently in the virtual game space, separate from the first character PC1 (dissolving the correspondence with the first character PC1 and becoming independent). This allows players to experience in the virtual game space events that occur in the real world, such as "a grown-up child becoming independent and leaving parental protection" or "a marriage relationship with a partner being dissolved and a marriage relationship with another partner being established." Therefore, by introducing changes to the relationships between characters, it is possible to provide players with a more engaging experience.

[0071] Next, we will explain an example of what happens when the marriage between the first character PC1 and the second character PC2 is dissolved. When the marriage is dissolved, the first player PL1 or the second player PL2 may choose who will have custody of the non-player character NP1. Alternatively, it may be a condition that the first player PL1 and the second player PL2 negotiate in the virtual game space regarding the custody of the non-player character NP1. Furthermore, the player who does not have custody of the character (either the first player PL1 or the second player PL2) may provide in-game currency or items (equivalent to child support) to the player who does have custody. A predetermined number of times or frequency may be set for the provision of in-game currency, etc. Furthermore, the player who does not have custody may be able to play the game with the non-player character NP1 only for a predetermined period or number of times the process of providing in-game currency, etc. is performed.

[0072] Furthermore, after the correspondence between non-player character NP1 and the first character PC1 is resolved, non-player character NP1 may be associated with other player characters or non-player characters. In addition, a new non-player character (grandchild character) may be generated based on non-player character NP1 and other characters. Here, the characteristics of the grandchild character are not limited to the type of the parent character, but may also be determined based on the types of characters corresponding to the grandparents. With this configuration, phenomena that occur in the real world, such as "a marriage relationship being established between an independent child character (non-player character NP1) and other characters, and furthermore, the birth of a new non-player character (grandchild)," can be experienced in the virtual game space. Therefore, it is possible to provide a game that can be enjoyed for an even longer period of time.

[0073] Even if the correspondence between non-player character NP1 and first character PC1 is dissolved, and a new correspondence is formed between non-player character NP1 and a new character, non-player character NP1 and first character PC1 may still be able to perform multiplayer in the same quest. Furthermore, while a quest is in progress, non-player character NP1 and first character PC1 may be able to request rescue (multiplayer) from each other. For example, if the reception unit 231 receives a rescue request (matching request) from non-player character NP1, the control unit 23 may execute a control that permits first character PC1 to participate in the quest after a predetermined time has elapsed since the start of the quest. With this configuration, players can continue to interact with non-player characters with whom they have previously dissolved their correspondence in the virtual game space. Therefore, a more engaging experience can be provided.

[0074] (Controlling the actions of non-player characters) Next, we will explain the control of the actions of the non-player character NP1 in the virtual game space. Figure 4 is an activity diagram showing an overview of the information processing performed by the information processing system 1 during the progress of the game in activity A107 of Figure 3.

[0075] First, the acquisition unit 232 acquires status information IF1, which indicates at least the game status of the non-player character NP1 (activity A201). The status information IF1 includes, for example, environmental information indicating the environment of the virtual game space, information indicating the status of enemy characters present around the non-player character NP1, information indicating the status of the parent character, the first character PC1 or the second character PC2, or information indicating the status of the non-player character NP1 itself. Specifically, the environmental information may include information regarding the positional relationship between the non-player character NP1 and enemy characters. The environmental information may also include information regarding the positional relationship between the non-player character NP1 and the first character PC1 or the second character PC2.

[0076] Next, the identification unit 233 identifies the action that the non-player character NP1 should take (Activity A202) based on the situation information IF1 acquired in Activity A201 and the predetermined behavioral characteristics table T3. Specifically, the identification unit 233 identifies one behavioral pattern from among multiple behavioral patterns included in the behavioral characteristics table T3. The behavioral characteristics table T3 (an example of behavioral characteristics) is information that defines the behavioral patterns of the non-player character NP1 and the probability of occurrence of each behavioral pattern, corresponding to the control information IF3 of the non-player character NP1.

[0077] Next, the output unit 237 outputs control information IF3 (activity A203) based on the behavioral characteristics table T3 of the non-player character NP1, which is identified from the operation history table T1 of the first character PC1.

[0078] To summarize the processing of activities A201 to A203, the information processing system 1 is equipped with a processor capable of executing a program so that the following parts are performed: The acquisition unit 232 acquires status information IF1 which indicates the game status of at least the non-player character. The output unit 237 outputs control information IF3 for controlling the operation of the non-player character NP1 based on the status information IF1 and a predetermined operation history table T1 (an example of reference information). The non-player character NP1 is associated with the first character PC1 with whom it cooperates in a virtual game space (an example of a virtual space), and the reference information is configured to at least refer to operation information IF2 about the operation of the first character PC1 and status information IF1 at the timing when the control corresponding to the operation information IF2 is executed. The operation information IF2 is acquired sequentially via input from the first player PL1 who operates the first character PC1, or sequentially in response to the operation of the first character, and is managed in the information processing system 1.

[0079] In this configuration, by reflecting the action information stored for each player character in the action control of the corresponding non-player character, it is expected that the actions of non-player characters will be diversified. Specifically, non-player characters will have action characteristics similar to the action patterns of their corresponding player characters. Therefore, players can progress through the game with non-player characters that are suited to their own play style. Thus, a more engaging experience can be provided to players.

[0080] The above is the flow of information processing.

[0081] 4. Details of Information Processing This section will explain the details of the information processing outlined above using diagrams.

[0082] (Character Table T2) A specific example of how to determine the behavioral characteristics corresponding to a non-player character NP1 will be explained using character table T2. Figure 5 is an overview diagram of character table T2. Character table T2 is an example of a database referenced in activity A106 in Figure 3 to identify the behavioral characteristics table T3 (an example of behavioral characteristics) of the non-player character NP1. As shown in Figure 5, character table T2 may include information such as ID (T21), father character ID (T22a), father character type (T22b), mother character ID (T23a), mother character type (T23b), father character coefficient (T24), child character type (T25), level (T26), table ID (T27), appearance (T28), etc. In other words, character table T2 may include character information IF4 that indicates the status of the non-player character.

[0083] The ID (T21) is information that can identify a non-player character. The father character's ID (T22a) is information that can identify the player character associated with the non-player character. Furthermore, the father character's type (T22b) is information that indicates the type of behavioral characteristics of the father character. Specifically, based on the trends shown by the information contained in the father character's action history table T1, the matching type from among several predetermined types is identified as the parent character's type (T22b).

[0084] The mother character's ID (T23a) and type (T23b) are the same as the father character's ID (T22a) and type (T22b), so their explanation is omitted. In activity A106 in Figure 3, the generation unit 234 generates the non-player character NP1, and the parent character ID and type for the non-player character NP1 are identified and managed in the character table T2.

[0085] The father character coefficient (T24) is an indicator of whether the non-player character NP1 inherits characteristics from either the father character or the mother character. For example, if the father character coefficient (T24) is "0.7", the mother character coefficient (not shown) may be "0.3". In other words, these coefficients indicate that the non-player character type includes a configuration in which it inherits 70% of the father character type and 30% of the mother character type. That is, the determination unit 235 determines the ratio or proportion of the father character coefficient (an example of the first coefficient) and the mother character coefficient (an example of the second coefficient) in the non-player character NP1. The first coefficient is a coefficient related to inheriting characteristics from the father character (an example of the first character). The second coefficient is a coefficient related to inheriting characteristics from the mother character (an example of the second character). The coefficients may be determined randomly, for example, by lottery. Note that the father character coefficient (T24) and the mother character coefficient may be values ​​greater than 1. The coefficient is a value that indicates whether the non-player character NP1 resembles the traits of the father character or the mother character more, and the traits of the non-player character NP1 may be set to be higher than those of the parents. Furthermore, the output unit 237 outputs control information IF3 for the non-player character based on the first or second coefficient. The output of the control information IF3 for the non-player character will be described in detail later.

[0086] In this configuration, non-player characters, created as children of player characters, can experience phenomena in the virtual game space that occur in the real world, such as resembling their mother character or father character. Therefore, a more engaging experience can be provided to the player.

[0087] More preferably, the first or second coefficient may be changed according to the growth of the non-player character NP1. For example, the second coefficient may be set to be higher than the first coefficient if the amount of time spent playing the game with the mother character is greater than the amount of time spent playing the game with the father character. Specifically, the character table T2 may further include the characters with whom the non-player character NP1 has played the game and the time spent playing with them. Here, "playing the game together" may include forming a party and taking on quests. Alternatively, "playing the game together" may include taking actions such as collecting items together. Furthermore, "playing the game together" may include communicating with each other in the virtual space (being in the same virtual space or within a predetermined distance, or the player character taking actions such as performing a conversation with the non-player character). According to this configuration, the player can be provided with an experience in which they more strongly inherit the behavioral characteristics of characters with whom they have spent a longer amount of time. Therefore, the player can be provided with a more interesting experience.

[0088] Furthermore, the behavioral characteristics of the parent character are not the only traits that are inherited by the child character based on these coefficients. For example, the appearance characteristics of the parent character may also be inherited by the child character based on these coefficients. The processes for determining and updating the appearance of the child character are described in detail in Figure 7.

[0089] The child character type (T25) is information indicating the type of behavioral characteristics of the non-player character NP1. The child character type may be determined, for example, based on the father character type and the mother character type. Specifically, from a predetermined set of types, the type that matches the father character type and the mother character type may be determined as the child character type. Preferably, the child character type may be further determined based on a first coefficient or a second coefficient.

[0090] The Level (T26) is information that, for example, indicates the growth rate of a non-player character NP1 in stages. The Level may be updated according to an indicator equivalent to the age of the non-player character NP1 in the virtual game space, starting from the time the non-player character NP1 was created. Furthermore, the Level may also be updated according to the history of the non-player character NP1's own actions. Specifically, the Level may be updated based on experience points that change depending on the number of times the non-player character NP1 has completed quests.

[0091] Here, we will explain how a character's age is determined. A character's age may be determined, for example, based on the cumulative amount of gameplay time. Alternatively, a character's age may be determined based on the elapsed time in the real world. Furthermore, a character's age may be determined based on the time or number of times the player has attempted a quest.

[0092] The table ID (T27) is information that can identify the behavioral characteristics table T3 corresponding to the non-player character NP1. The table ID may be identified, for example, based on the type of child character (T25). The information processing system 1 may have a table (not shown) that can reference a predetermined number of character types and the behavioral characteristics table T3 corresponding to each type.

[0093] Appearance (T28) is image information representing the appearance of the non-player character NP1. This image information may be determined according to the coefficient (T24) of the father character. In this configuration, the appearance of a non-player character, generated as a child of a player character, can also be perceived in the virtual game space as resembling the appearance of the mother character or the father character, similar to phenomena that occur in the real world. The method for determining appearance will be described in detail later.

[0094] Character Table T2 may also include the attack power, defense power, and HP of the non-player character NP1. Furthermore, for example, Character Table T2 may also include information about the weapons or items used by the non-player character NP1 during the game, along with their usage time or number of uses. However, the information included in Character Table T2 is not limited to this.

[0095] (Behavioral Characteristics Table T3) Figure 6 is a schematic diagram of the behavioral characteristics table T3 for non-player characters. The behavioral characteristics table T3 is an example of a database referenced to identify the behavior of non-player character NP1 in activity A202 in Figure 4. As shown in Figure 4, the behavioral characteristics table T3 may include information such as occurrence conditions (T31), behavior patterns (T32), and occurrence probability (T33). In this embodiment, the behavioral characteristics table T3 associated with non-player character NP1 will be described as having the configuration shown in Figure 6.

[0096] The occurrence condition (T31) is information indicating the conditions under which a new action occurs or a change in the action of the non-player character NP1. One or more action patterns (T32) are associated with the occurrence condition. Furthermore, each action pattern may also be associated with an occurrence probability (T33). As shown in Figure 6, if the situation information IF1 of the non-player character NP1 satisfies the condition that "the positional relationship with the enemy character is within a predetermined range, and the enemy character does not attack or move," there is a 5% chance that the action pattern "strong punch," which is an attack action, will be selected, and a 30% chance that the action pattern "weak punch" will be selected. If the situation information IF1 of the non-player character NP1 satisfies the occurrence condition, the identification unit 233 identifies one action pattern from among the multiple action patterns associated with the occurrence condition, according to its occurrence probability.

[0097] Next, the update process of the behavioral characteristics table T3 for non-player character NP1 in activity A108 of Figure 3 will be explained using Figure 6. During gameplay, if the character information IF4 of non-player character NP1 satisfies predetermined conditions, the update unit 236 updates the behavioral characteristics table T3 associated with non-player character NP1 to another table. The other table is a table identified from among several types of behavioral characteristics tables managed in advance by the information processing system 1 as a table that matches the character information IF4 of non-player character NP1. It will be explained that the character information IF4 can be referenced by the character table T2 mentioned above. Here, the predetermined conditions may be, for example, an update of the parent character type (T22b, T23b), an update of the child character type (T25), or an update of the child character level (T27).

[0098] A specific example of the update process for the behavioral characteristics table T3 is described below. For example, in response to a change in the type of the parent character (T22b, T23b) in the character table T2, the type of the child character (T25) is updated from Ty01 to another type (for example, Ty03). Subsequently, the behavioral characteristics table T3 associated with the non-player character NP1 may be updated to a behavioral characteristics table that matches type Ty03.

[0099] In this configuration, the behavioral characteristics of child characters acting alongside their parent characters inherit those of the parent characters. Therefore, it is possible to provide players with the experience of real-world events, such as child characters learning actions or mannerisms from their respective parent characters, within the virtual game space.

[0100] The update process for the behavioral characteristics table T3 may also be performed in accordance with the growth of the non-player character NP1 itself. Specifically, when the level of the non-player character NP1 (T26) increases, the behavioral characteristics table T3 may be updated to a table with a configuration that increases the probability of "strong punches" with high attack power occurring. This makes it possible to realize in the virtual game space the phenomenon in the real world where children acquire higher abilities as they grow up.

[0101] Preferably, the behavioral characteristics table T3 may be updated so that the non-player character NP1 has its own unique personality distinct from the parent character. For example, the unique personality of the non-player character NP1 may be determined randomly by lottery. Alternatively, for example, the unique personality of the non-player character NP1 may be determined based on the accumulation of the non-player character NP1's own behavioral history.

[0102] For example, the table may be updated so that the number of action patterns associated with the occurrence conditions increases as the elapsed time from the point in time when the non-player character NP1 was created increases, that is, as the indicator showing the age of the non-player character NP1 in the virtual game space increases. In other words, as the first update step, the update unit 236 updates the action characteristics so that the number of action patterns increases if the character information IF4 showing the status of the non-player character NP1 meets predetermined conditions. Specifically, the action characteristics table T3 may be updated to a new action characteristics table so that the number of attack types that the non-player character NP1 can select increases when predetermined occurrence conditions are met. In addition, the action patterns may include actions that assist the actions of the parent character, the first character PC1. Specifically, the action patterns of the non-player character NP1 when the parent character starts an attack on an enemy character may include actions that use items to support the parent character, actions that wait so as not to interfere with the parent character's attack, or actions that prevent the enemy character from dodging. Such a configuration may also simulate phenomena in the real world, where, as children grow, they not only become able to behave in a way that resembles their parents' behavior, but also become able to behave in a way that assists their parents' behavior.

[0103] Furthermore, another example of the behavioral characteristics table T3 may include a rebellious phase table that includes rebellious behavioral patterns towards parent characters. As a first update step, the update unit 236 may update the behavioral characteristics table T3 corresponding to non-player character NP1 to a rebellious phase table if the character information IF4 of non-player character NP1 satisfies predetermined conditions.

[0104] As an example of the information included in the rebellious phase table, in addition to the normal behavioral characteristics table T3, the probability of a strong punch with high attack power occurring may be included. Also, in the rebellious phase table, in behavioral patterns where a character attacks an enemy character together with the parent character, the probability of a non-player character NP1 performing an attack action while maintaining a predetermined distance from the parent character may be set to be high.

[0105] Another example in the rebellious phase table is that the probability of non-player character NP1 acting alone instead of acting with the parent character may be set to be high (non-player character NP1 may act at a distance greater than a certain distance from the player character). Also, the probability of non-player character NP1 monopolizing items or using items selfishly, disregarding cooperation with the parent character, may be set to be high. Furthermore, the probability of non-player character NP1 performing actions with a low success rate may be set to be high, and the probability of evasion or defense occurring against offensive actions may be set to be high.

[0106] Furthermore, the conditions for setting the rebellious phase table for non-player character NP1 may include changes in the correspondence between non-player character NP1 and parent character in Activity A109 of Figure 3 (e.g., divorce or remarriage), regardless of the non-player character NP1's age or level. Alternatively, these conditions may be based on the non-player character NP1's win / loss record in matches (e.g., number of consecutive losses). In such cases, the conditions for deactivating the rebellious phase table may be an increase in age or level, or based on the non-player character NP1's winning streak in matches.

[0107] This approach allows players to experience real-world phenomena such as changes in behavior and abilities as children grow, or the diversification of those behaviors and abilities, within the virtual game space. Furthermore, it can also provide players with real-world phenomena such as "rebellion against parents" within the virtual game space. Specifically, it becomes possible not only to diversify the abilities of non-player characters, but also to diversify the actions of parent characters in response to their actions. Therefore, a more engaging experience can be provided to players.

[0108] In this embodiment, the updating of the behavioral characteristics of the non-player character NP1 was explained using an example of changing one behavioral characteristics table T3 to another behavioral characteristics table, but this is not limited to this. For example, a part of the configuration of behavioral characteristics table T3 may be changed according to a predetermined timing. Specifically, the number of types of behavioral patterns corresponding to the occurrence conditions may be increased. Also, the occurrence probability values ​​corresponding to each behavioral pattern may be changed.

[0109] Furthermore, the behavioral characteristics table T3 of the non-player character NP1 may be updated sequentially in accordance with the updates to the parent character's action history table T1. For example, the parent character's action history table T1 may be updated in accordance with the acquisition of input information IF21 for controlling the parent character, and the behavioral characteristics table T3 may be updated in conjunction with the update of the action history table T1. In this embodiment, the behavioral characteristics of the parent character can be sequentially reflected in the behavioral characteristics of the non-player character.

[0110] Furthermore, at least some of the action patterns included in the action characteristics table T3 may have their success probabilities associated with them. For example, an action pattern such as "use an item" may have a probability associated with the probability that the effect of using the item will manifest (success probability). In addition, the action characteristics table T3 may be updated so that the success probability increases as the non-player character NP1 grows.

[0111] (Description of the process for determining or changing the appearance of non-player characters) Figure 7 (using images generated by the generation AI) illustrates the process of determining or changing the appearance (character model, texture, etc.) of the non-player character NP1. Image IM101 shows the first character PC1 (zebra), who is the father character. Image IM102 shows the second character PC2 (camel), who is the mother character.

[0112] First, in activity A106 in Figure 3, the non-player character NP1 (a striped camel) is generated and its appearance is determined. The appearance of the non-player character NP1 at the time of generation may be determined by randomly selecting and combining appearance data for each of the multiple parts, or by combining the appearances of the father character or the mother character and their respective parts, or by blending the appearances of both characters. In this embodiment, the determination unit 235 determines image IM11 as the image of the non-player character NP1 from a plurality of images pre-managed in the information processing system 1.

[0113] Next, in activity A108 of Figure 3, the behavioral characteristics table T3 of the non-player character NP1 is updated, and the appearance of the non-player character NP1 may also be updated. The image showing the appearance of the non-player character NP1 may be updated based on the image IM11 of the non-player character NP1 and the images of the parent characters (IM101, IM102). More preferably, the image showing the appearance of the non-player character NP1 may be updated based on a first or second coefficient in the character table T2. For example, if the first coefficient is 0.7, the image showing the appearance of the non-player character NP1 is updated to an image (IM21) that shows features that more strongly inherit the appearance characteristics of the father character than the mother character.

[0114] In other words, as a third update step, the update unit 236 updates the image representing the non-player character NP1 from the first image to a new second image based on an image showing the appearance of the character associated with the non-player character NP1. More preferably, as a third update step, the update unit 236 may further update the image representing the non-player character based on character information IF4 or reference information indicating the status of the non-player character. For example, the update unit 236 may update from image IM11 to a new image IM21 based on the level (T26) or coefficient of the non-player character NP1. Similarly thereafter, the update unit 236 may further update the image of the non-player character NP1 from image IM21 to a new image IM31.

[0115] In this configuration, the appearance of the non-player character changes according to the appearance of the parent character, the player character. Therefore, the player can visually feel a sense of unity between their own character and the non-player character through gameplay. Furthermore, the non-player character's appearance changes not only inherit the characteristics of the parent character's appearance, but also diversify according to its own growth process. Therefore, a more engaging experience can be provided to the player. Note that the process of updating the appearance of the non-player character NP1 and the process of updating the behavioral characteristics table T3 may be independent of each other. 5. Other Embodiments

[0116] This section describes information processing system 1 according to another embodiment. However, the description of configurations and functions that are substantially the same as those of information processing system 1 according to the above embodiment will be omitted.

[0117] In the previously described embodiment, an example was explained where the reference information is a table (operation history table T1). In this embodiment, an example is explained where the reference information is a learning model LM.

[0118] The reference information is a learning model LM that takes situation information IF1 in a virtual game space as input and is trained to output control information IF3 for controlling the actions of a non-player character NP1. Furthermore, the reference information is a learning model LM that has been trained with, as training data, at least action information about actions that the non-player character NP1 can take, action information IF2 about actions of the first character PC1 or other non-player character NP1, and situation information IF1 at the timing when the control corresponding to the action information IF2 is executed.

[0119] Situation information IF1 may include, for example, environmental information indicating the environment of the virtual game space, information indicating the state of enemy characters, or information indicating the state of the non-player character NP1 itself. Specifically, environmental information may include information regarding the positional relationship between the non-player character and enemy characters, or the positional relationship between the non-player character's position and the avoidable area.

[0120] Control information IF3 is information for instructing non-player character NP1 to act, for example, to attack an enemy character, defend against an attack from an enemy character, or evade an attack from an enemy character. Depending on the situation information IF1, a high-priority action is selected from the options in the reference information. The high-priority action may be the optimal action according to the situation information IF1, or it may be an action that has a high probability of being selected by the first character PC1 or other non-player character NP1. Furthermore, if a predetermined action is performed by non-player character NP1 under certain circumstances, the control unit 23 may infer the subsequent situation from the predetermined action, predict the situation and actions two, three, or N moves ahead, and output the action to be taken. For example, if non-player character NP1 punches under certain circumstances, the control unit 23 may infer the result. Specifically, the probability of success of the attack may be inferred, such as whether the attack hits the enemy / what happens if it hits, or whether it misses / what happens if it misses. Furthermore, the distance between the non-player character NP1 and the enemy character, the enemy character's ability to evade or counterattack, or the remaining health depending on whether an attack was received may be inferred. Furthermore, based on these inferences, the next action that non-player character NP1 should take may be determined. Moreover, the situation information IF1 is not limited to information about the enemy character, and the decision on what action to take may be based on the situation information IF1 of the first character PC1 or other non-player character NP1.

[0121] Furthermore, the above reasoning may become possible as the non-player character NP1 grows. Also, the above reasoning may have a configuration that improves in accuracy as the non-player character NP1 grows. As a result, in the early stages, the non-player character NP1's actions are simply selected from pre-set action patterns, but as the non-player character NP1 grows, actions that predict two or three moves ahead of the opponent are executed.

[0122] For example, the game control unit 230 may input situation information IF1 in the virtual game space to the learning model LM (an example of reference information) of the artificial intelligence unit 239, and output control information IF3 for the non-player character NP1. Subsequently, based on the output control information IF3, the game control unit 230 may execute control for the non-player character NP1.

[0123] In this configuration, the learning results based on the parent character's movement information can be reflected in the control of the non-player character's movements. Therefore, the non-player character can take actions that follow the parent character's movements or actions that assist the parent character's movements.

[0124] Furthermore, the reception unit 231 receives evaluation information indicating the result of the control performed on the non-player character NP1 as a reception step. Subsequently, the update unit 236 updates the learning model LM based on the evaluation information as a second update step. A specific example of evaluation information is described when control is performed in which the non-player character NP1 attacks an enemy character. If, as a result of the control, the non-player character NP1 inflicts damage on the enemy character, a predetermined degree of reward may be given to the learning model LM as evaluation information. On the other hand, if the attack of the non-player character NP1 is dodged by the enemy character, a lower degree of reward may be given to the learning model LM than when damage is inflicted. Furthermore, if, as a result of the control, the actions of the non-player character NP1 include a configuration that causes discomfort to the player, a predetermined degree of punishment may be given to the learning model LM as evaluation information. The evaluation information may be managed in advance in the information processing system 1 in association with the results of the non-player character's actions. By providing feedback to the learning model LM in this way, the learning model LM can learn more optimal actions compared to when such feedback processing is not performed. Therefore, non-player characters can take the optimal action according to the situation in the virtual game space.

[0125] Furthermore, the evaluation information is not limited to evaluations of the actions of non-player characters. The update unit 236 may further update the learning model LM based on evaluations of the actions of the parent character. In this configuration, the results of the collaboration between the parent character and the non-player character can be provided to the learning model LM as feedback. Therefore, non-player characters can take actions in accordance with the actions of the parent character, providing the player with a more immersive experience.

[0126] 6. Others Regarding the information processing method according to the above-described embodiment, the following embodiments may be adopted.

[0127] In the embodiments described above, the case in which the non-player character NP1 is associated with a player character was explained, but this is not limited to this. For example, the non-player character NP1 may be associated with other non-player characters. In such a case, the information processing system includes a processor capable of executing a program so that the following parts are performed: The acquisition unit 232 acquires status information IF1 that indicates the game status of at least the non-player character NP1. The output unit 237 outputs control information IF3 for controlling the operation of the non-player character NP1 based on the status information IF1 and predetermined reference information. The non-player character NP1 is associated with other non-player characters with whom it cooperates in the virtual space, and the reference information is configured to at least refer to operation information IF2 about the operation of the other non-player characters and status information IF1 at the timing when the control corresponding to the operation information IF2 is executed. The operation information IF2 is acquired sequentially in response to the operation of the other non-player characters and managed in the information processing system.

[0128] In the embodiments described above, an example was given in which the behavioral characteristics of a non-player character NP1 are updated based on the parent character's behavioral history, but this is not limited to this. For example, a non-player character NP1 may have a behavioral characteristic that is further updated according to the environment in which it is placed within the game. Here, the environment may include, for example, the weather, terrain, and stage in the virtual game space in which the non-player character NP1 existed. More specifically, a non-player character NP1 raised in a volcanic area may have high fire resistance.

[0129] Furthermore, by associating emotional parameters with the non-player character NP1, the behavioral patterns may be further diversified. More specifically, the emotional parameters may change depending on the outcome of the battle. The determination unit 235 may further determine the behavioral patterns of the non-player character NP1 based on the emotional parameters.

[0130] Furthermore, the behavioral patterns of non-player character NP1 may be determined based on the personalities of the parent characters, that is, the play style or personality of the player controlling the parent characters. Specifically, if the parent characters, the father character and mother character, frequently cooperate, the probability that non-player character NP1 will also take cooperative actions may increase. On the other hand, if the father character and mother character frequently act independently, the probability that non-player character NP1 will also act independently may increase. The degree of cooperation between characters may be determined based on the average distance from the corresponding character.

[0131] Furthermore, the player may be able to select the growth process of the non-player character NP1, which is a child character. Specifically, the display control unit 238 may present the player with options regarding the child character's growth stage or the skills they want the child character to acquire.

[0132] In the embodiments described above, the case in which the first character PC1 and the non-player character NP1 have a parent-child relationship in the virtual game space was explained, but this is not limited to that. For example, the non-player character NP1 may be set as the "disciple" of the first character PC1. Or, for example, the non-player character NP1 may be set as the "attendant" or "assistant" of the first character PC1. The relationship between the first character PC1 and the non-player character NP1 is not limited to these examples; it is sufficient if the character accounts (unique information) are associated with them. Furthermore, the same applies to the relationship between the non-player character NP1 and other non-player characters.

[0133] Furthermore, non-player character NP1 may be associated with other non-player characters, meaning that non-player characters may be in a marital relationship with each other. Also, a child character (non-player character) may be newly generated by receiving a request from non-player character NP1. The child character may act together with the parent character and advance the game. Preferably, the association between the child character and the parent character may be dissolved when the child character satisfies predetermined conditions. In this configuration, the game can be advanced by non-player characters themselves, or new non-player characters can be generated, without the need for player characters. Therefore, the game can avoid becoming deserted. Note that player characters and non-player characters may also be associated with each other. That is, in the virtual game space, player characters can be in a marital relationship with non-player characters and can even generate new children.

[0134] In the embodiments described above, combat between characters in a virtual game space was explained as an example of character behavior, but this is not limited to that. For example, the above information processing may be performed in scenes before the start of a quest, such as when a character eats or prepares items. Alternatively, for example, the above information processing may be performed in scenes corresponding to when a character gathers materials or searches for monsters.

[0135] Furthermore, the display control unit 238 may display visual information relating to the correspondence between the first character PC1 and other characters in response to a request from the first player PL1. The visual information may, for example, be configured in a way that allows the first player PL1 to visually perceive the history of correspondence between the first character PC1 and other characters. More specifically, the visual information may include information showing a family tree. The visual information may also be configured to allow referencing each character and each character's detailed information. The detailed information may include, for example, the character's attributes (including whether it is a player character or a non-player character) or characteristics (preferred attacks, weapons).

[0136] Furthermore, the first player PL1 may be able to grasp the learning history or behavioral changes of the non-player character NP1. Specifically, in response to a request from the first player PL1, the display control unit 238 may display information regarding the learning history or behavioral changes of the non-player character NP1 in a manner that is visible to the player. With this configuration, the player can grasp "actions that the non-player character has learned among the actions of their own character," or "the timing of learning a predetermined combat action," and can further enhance their attachment to the non-player character.

[0137] Furthermore, even when the first player PL1 is acting separately from the non-player character NP1 (child character or grandchild character), the first player PL1 may still be able to access information regarding the non-player character NP1's gameplay history. For example, when the reception unit 231 receives a viewing request from the first player PL1, the display control unit 238 may display visual information, including the non-player character NP1's play history, in a manner that the first player PL1 can see. Also, for example, if the game is progressing separately from the non-player character NP1, the visual information of the non-player character NP1 may be displayed via a pop-up. The visual information may include information such as, "Child character A defeated XX," or "Child character B married YY." Furthermore, even when the game is not being played by the first player PL1, the first player PL1 may still be able to access the visual information. According to this configuration, the player can understand the actions of the non-player character and further enhance their attachment to the non-player character.

[0138] Furthermore, while the embodiments described above have shown examples of how the character's behavioral characteristics are stored in the character table T2 and the behavioral characteristics table T3, this is not limited to these examples. For instance, the character's DNA may be virtually constructed and managed in the information processing system 1. The constructed DNA may be stored in the storage unit 22 as DNA information. The DNA information may include, for example, information about the character's appearance or behavioral characteristics (including attack ability or learning ability). When a child character is generated, the identification unit 233 may be able to identify the character's appearance or behavioral characteristics by virtually rearranging the DNA information of the parent character.

[0139] Furthermore, the growth process of the non-player character (child character) in the aforementioned embodiment may include multiple stages. The stages of the growth process may include, for example, at least one of "infancy," "adolescence," or "maturity." Preferably, the learning of behavioral characteristics may differ in each stage of the growth process. For example, "infancy" may have a configuration in which the proportion of learning behaviors that imitate the parent character's behavior is set higher compared to other stages. "Maturity" may have a configuration in which the proportion of learning behaviors to support the parent character's behavior is set higher compared to other stages. Even more preferably, the learning results obtained in each stage may be carried over to the next stage, so that the behavioral characteristics gradually become more complex as the non-player character grows. According to this embodiment, it is possible to provide the player with an experience that is associated with raising children in the real world, such as the behavior becoming more complex and sophisticated as the child grows.

[0140] Furthermore, the non-player character NP1 may change the proportion of its appearance features inherited from its parent character at each stage of its growth process. For example, the appearance of the child character may be configured to inherit the appearance of its parent character in a predetermined ratio (resembling either the father or the mother). More specifically, the head, build, pattern, or color of the parent character (both parents) may be inherited in different proportions by the child character's appearance (head, build, pattern, or color). In this case, the ratio may change depending on the stage of growth. This can result in changes such as the child character's build resembling its mother in its early years, but inheriting its father's features as it matures. Therefore, players can be provided with the experience of enjoying the changes (growth) of the child character in the virtual game space.

[0141] Furthermore, the control unit 23 may trigger a predetermined event when the status of non-player character NP1 meets predetermined conditions. These predetermined conditions may include, for example, that non-player character NP1 has reached the mature stage of its growth process, or that its age has reached a predetermined value. The predetermined event may be, for example, a special quest. In this case, depending on whether the child character and parent character complete the special quest, the control unit 23 may enable (unlock) items, skills, or modes that the characters were previously unable to use. In addition, the predetermined event may include marriage or divorce. In this embodiment, the player can be provided with the experience of growing as a family through special events such as a "ceremony of succession."

[0142] 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 installed 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 installed 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.

[0143] The information processing device 2 may be on-premise or in a cloud-based configuration. In the case of a cloud-based information processing device 2, for example, the above-mentioned functions and processing may be provided in the form of SaaS (Software as a Service) or cloud computing.

[0144] In the above embodiment, the information processing device 2 performed various storage and control functions, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be stored in a distributed manner across multiple external devices using blockchain technology or the like. Also, in the above embodiment, the game control unit 230, reception unit 231, acquisition unit 232, identification unit 233, generation unit 234, decision unit 235, update unit 236, output unit 237, display control unit 238, and artificial intelligence unit 239 are described as functional units realized by the control unit 23 of the information processing device 2, but at least a part of these may be implemented as functional units realized by an external server (not shown), or as functional units realized by the control unit 33 of the game device 3.

[0145] The embodiments described above may also be information processing methods. These information processing methods comprise each step of an information processing system. Alternatively, the embodiments described above may also be programs. These programs cause at least one computer to execute each step of an information processing system.

[0146] Furthermore, the following embodiments may also be provided.

[0147] (1) An information processing system comprising a processor capable of executing a program such that the following steps are performed, wherein in the acquisition step, status information indicating the game status of a non-player character is acquired, and in the output step, control information for controlling the actions of the non-player character is output based on the status information and predetermined reference information, wherein the non-player character is associated with a first character or other non-player character that cooperates in a virtual space, and the reference information is configured to at least refer to action information about the actions of the first character or other non-player character and the status information at the timing when control corresponding to the action information is performed, and the action information is acquired sequentially via input from a first player operating the first character, or acquired sequentially in response to actions performed by the first character or other non-player character, and managed in the information processing system.

[0148] In this configuration, by reflecting the action history accumulated for each player character in the action control of the corresponding non-player character, it is expected that the actions of the non-player character will be diversified. Therefore, it is possible to provide users with a more interesting experience.

[0149] (2) In the information processing system described in (1) above, the output step outputs the control information based on the behavioral characteristics of the non-player character identified from the reference information, wherein the behavioral characteristics are information that defines the behavioral pattern of the non-player character and the probability of occurrence of the behavioral pattern, which correspond to the control information.

[0150] In this configuration, non-player characters possess behavioral characteristics similar to the behavioral patterns of their corresponding player characters. Therefore, players can progress through the game with non-player characters adapted to their individual play styles, enabling more strategic gameplay.

[0151] (3) In the information processing system described in (2) above, the system further updates the behavioral characteristics in the first update step according to the reference information.

[0152] In this configuration, the actions of non-player characters change in response to changes or evolution in the actions of the corresponding player characters. Therefore, both player characters and non-player characters can grow together as the game progresses, enabling more strategic gameplay.

[0153] (4) In the information processing system described in (3) above, the first update step updates the behavioral characteristics to increase the behavioral pattern if the character information indicating the status of the non-player character satisfies predetermined conditions.

[0154] In this configuration, just like in the real world, the variety of actions increases as the non-player character grows. Therefore, it is possible to provide users with a more engaging experience.

[0155] (5) In the information processing system described in (4) above, the behavior pattern includes actions that assist the actions of the first character.

[0156] In this configuration, as the non-player character grows, not only does the variety of actions increase, but they also become able to take actions that assist the player character's actions. Therefore, a more engaging experience can be provided to the user.

[0157] (6) In the information processing system described in (1) above, the reference information is a learning model that has been trained to take the situation information as input and output the control information for controlling the behavior of the non-player character, and the learning model has been trained with at least the behavior information of the first character or other non-player characters and the situation information at the timing when the control corresponding to the behavior information is executed, as training data.

[0158] In this configuration, the player character's (parent character's) behavioral information can be learned and reflected in the control of the non-player character's actions. Therefore, the non-player character can take actions that follow the parent character's actions or actions that assist the parent character's actions. Consequently, more strategic gameplay can be achieved.

[0159] (7) In the information processing system described in (6) above, the system further includes receiving evaluation information in the reception step indicating the result of the control being performed on the non-player character, and updating the learning model in the second update step based on the evaluation information.

[0160] In this configuration, the results of the control of the non-player character's own movements can be further learned. Therefore, the movements of the non-player character can be further optimized.

[0161] (8) In the information processing system described in (1) above, the generation step further generates the non-player character in response to receiving a request from the first player.

[0162] In this configuration, players can generate non-player characters to accompany their own characters at the desired time. Therefore, a more engaging experience can be provided to the user.

[0163] (9) In the information processing system described in (8) above, the generation step further generates the non-player character in response to a request from a second player, wherein the non-player character is further associated with a second character operated by the second player.

[0164] This configuration allows players to create shared non-player characters at any given time. Therefore, players can experience events equivalent to real-world marriage and childbirth within the game, deepening their relationships with each other. Consequently, it provides users with a more engaging experience.

[0165] (10) In the information processing system described in (9) above, the determination step further determines the ratio or proportion of a first coefficient and a second coefficient in the non-player character, where the first coefficient is a coefficient related to inheriting the characteristics of the first character, and the second coefficient is a coefficient related to inheriting the characteristics of the second character, and the output step outputs the control information of the non-player character based on the first coefficient or the second coefficient.

[0166] In this configuration, non-player characters, created as the children of player characters, can experience in the game phenomena such as whether they resemble the player character or their parent.

[0167] (11) In the information processing system described in (1) above, the third update step further updates the image representing the non-player character from the first image to a new second image based on an image representing the appearance of the character associated with the non-player character.

[0168] In this configuration, the appearance of the non-player character changes according to the appearance of the player character. Therefore, the relationship between the player character and the non-player character can be deepened.

[0169] (12) In the information processing system described in (11) above, the third update step further updates the image representing the non-player character based on character information indicating the status of the non-player character, or the reference information.

[0170] In this configuration, the appearance of a non-player character changes not only through inheritance from their parents but also as they grow. Therefore, the changes in appearance diversify according to the growth process of the non-player character, providing users with a more engaging experience.

[0171] (13) In the information processing system described in (1) above, if the character information indicating the status of the non-player character satisfies predetermined conditions, a change process is executed, wherein the change process newly associates the non-player character with a third character, and the third character is a player character or another non-player character.

[0172] In this configuration, the relationship between non-player characters and other characters changes as the game progresses. Specifically, non-player characters, who are children, may become independent from their parent players, or players may disband or reunite (divorce or remarriage). Therefore, it is possible to provide a game that can be enjoyed for a longer period of time.

[0173] (14) An information processing method comprising each step of the information processing system described in any one of (1) to (13) above.

[0174] (15) A program that causes at least one computer to perform each step of the information processing system described in any one of (1) to (13) above. Of course, this is not always the case.

[0175] 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]

[0176] 1: Information Processing System 2: Information Processing Device 3: Game device 4a: Display 4b: Speaker 4c: Input device 11: Communication Network 20: Communications bus 21: Communications Department 22: Storage section 23: Control Unit 230: Game Control Department 231: Reception Department 232: Acquisition Department 233: Specific part 234 :Generation part 235: Decision Section 236: Update section 237: Output section 238: Display Control Unit 239: Artificial Intelligence Department 30: Communications bus 31: Communications Department 32: Storage section 33: Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation section IF1: Situation Information IF2: Operation Information IF21: Input Information IF3: Control Information IF4: Character Information IM101: Image IM102: Image IM11: Image IM21: Image IM31: Image LM: Learning Model PL1: First Player PL2: Second Player PC1: First Character PC2: Second character T1: Operation history table T2: Character Table T3: Behavioral Characteristics Table

Claims

1. An information processing system, A processor capable of executing a program is provided so that each of the following steps is performed: In the acquisition step, situational information indicating the game status of at least non-player characters is acquired. In the output step, control information for controlling the operation of the non-player character is output based on the status information and predetermined reference information, where, The aforementioned non-player character is associated with a first character or other non-player character with whom it collaborates in the virtual space. The reference information is configured to at least refer to operation information about the operation of the first character or other non-player characters, and the status information at the timing when control corresponding to the operation information is executed. The operation information is acquired sequentially via input from a first player operating the first character, or sequentially in response to an action performed by the first character or another non-player character, and managed in the information processing system.

2. In the information processing system described in claim 1, In the output step, the control information is output based on the behavioral characteristics of the non-player character identified from the reference information. The system wherein the behavioral characteristics are information that defines the behavioral patterns of the non-player characters and the probability of occurrence of the behavioral patterns, corresponding to each of the control information.

3. In the information processing system described in claim 2, Furthermore, in the first update step, the system updates the behavioral characteristics according to the reference information.

4. In the information processing system described in claim 3, In the first update step, the system updates the behavioral characteristics to increase the behavioral patterns if the character information indicating the status of the non-player character satisfies predetermined conditions.

5. In the information processing system described in claim 4, The aforementioned behavioral pattern is a system that includes actions that assist the actions of the first character.

6. In the information processing system described in claim 1, The aforementioned reference information is, A learning model that takes the aforementioned situation information as input and is trained to output the aforementioned control information for controlling the actions of the non-player character, A system comprising a learning model that, as training data, has been trained with at least the motion information regarding the actions of the first character or other non-player characters, and the situation information at the timing when the control corresponding to the motion information is executed.

7. In the information processing system described in claim 6, Furthermore, in the reception step, evaluation information indicating the result of the control being performed on the non-player character is received. In the second update step, the system updates the learning model based on the evaluation information.

8. In the information processing system described in claim 1, Furthermore, in the generation step, the system generates the non-player character in response to a request from the first player.

9. In the information processing system described in claim 8, In the generation step, the non-player character is further generated in response to a request from the second player, and here, The system further associates the non-player character with a second character controlled by the second player.

10. In the information processing system described in claim 9, Furthermore, in the determination step, the ratio or proportion of the first coefficient and the second coefficient in the non-player character is determined, and here The first coefficient is a coefficient related to inheriting the characteristics of the first character, The second coefficient is a coefficient related to inheriting the characteristics of the second character, In the output step, the system outputs the control information of the non-player character based on the first coefficient or the second coefficient.

11. In the information processing system described in claim 1, Furthermore, in the third update step, the system updates the image representing the non-player character from the first image to a new second image based on an image representing the appearance of the character associated with the non-player character.

12. In the information processing system according to claim 11, The system updates the image representing the non-player character in the third update step, based on character information indicating the status of the non-player character, or the reference information.

13. In the information processing system described in claim 1, If the character information indicating the status of the non-player character meets predetermined conditions, a modification process is executed, where The aforementioned modification process newly associates the non-player character with the third character, The system, wherein the third character is a player character or another non-player character.

14. An information processing method, A method comprising each step of the information processing system described in any one of claims 1 to 13.

15. 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 13.

Citation Information

Patent Citations

  • Game program and game device

    JP2007135939A