Simulation system, simulation method, simulation program, and simulation server

The simulation system enhances gameplay by allowing users to set commands and execution orders for characters in a virtual space, ensuring predictable interactions and varied outcomes, thereby improving user engagement and immersion.

JP7605737B2Active Publication Date: 2024-12-24THE POKEMON CO
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Patent Information

Application Number
JP2021519671
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-03-31
Filing Date
2020-12-25
Publication Date
2024-12-24
Estimated Expiration
2040-12-25

AI Technical Summary

Technical Problem

Existing game systems lack the ability to predictably limit character actions and facilitate interactions between characters and objects, making gameplay unpredictable and limiting user imagination.

Method used

A simulation system that allows users to set commands and execution orders for characters in a virtual space composed of multiple unit spaces, controlling character interactions based on predefined characteristics and commands, prioritizing actions according to set rules.

Benefits of technology

Enables users to envision and enjoy varied character movements and interactions, providing a more engaging and immersive gameplay experience by allowing for unexpected actions based on user-defined commands and space characteristics.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Provided are a simulation system, simulation method, and simulation program for a user to enjoy, with a character operated within a virtual space, supposing changes in the actions of the character. A simulation system 1 comprises: a command setting unit 14 capable of setting one or more commands for a character that can be arranged in a virtual space 100 formed from a plurality of virtual unit spaces 110, wherein, when a plurality of commands is set, the command setting unit 14 sets the execution order of the commands; and an action controlling unit 18 for operating the character within the virtual space 100 on the basis of the commands set for the character and the execution order. The command setting unit 14 can set commands and the execution order for each of one character and another character, the action controlling unit 18 operates each of said one character and said another character within the virtual space 100, and when the position at which said one character exists is at least partly shared with the position at which said another character exists, the action controlling unit 18 causes at least one of said one character and said another character to perform a predetermined action preferentially over the action based on the command set by the command setting unit 14.
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Description

[Technical field]

[0001] The present invention relates to a simulation system, a simulation method, and a simulation program, and more particularly to a simulation system, a simulation method, and a simulation program in which a character operates in a virtual space. [Background technology]

[0002] Conventionally, there has been known a game system that includes at least an operating means, a computing means, and a storage means, and that progresses a game by the computing means performing computations based on information input by a game player from the operating means and game programs and data stored in the storage means, in which the computing means progresses in parallel a role-playing game in which the game player instructs the actions of a character assigned to the game player to execute a scenario, and a simulation game in which the game player arbitrarily edits the game to create the game player's own world, and that associates these two games (see, for example, Patent Document 1). According to the game system described in Patent Document 1, by providing the game player's own world in the world of the role-playing game, even a game player who has experienced many role-playing games can enjoy the game without getting bored. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2001-079269 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game system described in Patent Document 1, although the user can set the behavior of the character, the character behaves faithfully according to the user's settings, and since there is no limit to the range of movement, it is difficult to make the character's behavior unexpected. Also, in the game system described in Patent Document 1, the user has no room to imagine what kind of interactions will occur between the character and other characters, objects, etc.

[0005] Therefore, an object of the present invention is to provide a simulation system, a simulation method, and a simulation program that allow a user to enjoy imagining changes in a character's movements when moving the character within a virtual space. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the present invention provides a simulation system comprising: a command setting unit capable of setting one or more commands to a character that can be placed in a virtual space composed of a plurality of virtual unit spaces, and which sets an execution order of the commands when a plurality of commands have been set; and an action control unit that causes the character to act in the virtual space based on the commands and execution order set for the character, wherein the command setting unit is capable of setting commands and an execution order for each of a first character and another character, and the action control unit causes each of the first character and the other character to act in the virtual space, and when at least a portion of the location of the first character and the location of the other character are in common, a simulation system is provided that causes at least one of the first character and the other character to execute a predetermined action in priority to an action based on a command set by the command setting unit. Effect of the Invention

[0007] The simulation system, simulation method, and simulation program of the present invention can provide a simulation system, simulation method, and simulation program that allow a user to enjoy imagining changes in a character's movements when moving the character within a virtual space. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a schematic diagram of a simulation system according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a functional configuration block diagram of a simulation system according to an embodiment of the present invention. [Diagram 3] 4 is a data configuration diagram of each storage section of the storage unit according to the embodiment. FIG. [Figure 4] FIG. 2 is a flow diagram of a process in the simulation system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment Mode] <Outline of Simulation System 1> The simulation system 1 according to the present embodiment places a character in a virtual space (field) and sets one or more requests that the character is to perform in the virtual space and an execution order of the requests. Then, the simulation system 1 makes the character perform the requests in the virtual space according to the execution order. The simulation system 1 can also place multiple characters in the virtual space and set requests and their execution order for each character. Then, when each character operates in the virtual space and one character and another character or a predetermined object, etc. are present at the same position, the simulation system 1 makes the one character and / or another character perform a predetermined action together with or in priority to the set request based on a combination of the characteristics of the one character and the characteristics of the other character or the characteristics of the predetermined object, etc., and / or a request, etc., performed by the one character and / or another character before the one character and / or another character exist at the position.

[0010] Furthermore, the simulation system 1 configures the virtual space with a plurality of virtual unit spaces. Each virtual unit space can be associated with a unique characteristic. When a character acts in a virtual space, the simulation system 1 can cause the character to perform a predetermined action together with or in preference to a set request, based on a combination of the character's characteristics and the characteristics of the virtual unit space in which the character exists, and / or a request performed by the character before the character exists at the position.

[0011] FIG. 1 shows an example of an outline of a simulation system according to this embodiment.

[0012] Specifically, the simulation system 1 is a system that causes a character to perform a predetermined action in a virtual space based on a request (hereinafter referred to as a "command") set by a user and the execution order of the commands. In this embodiment, the virtual space is configured by connecting a plurality of constituent units (hereinafter referred to as a "virtual unit space"). As an example, as shown in FIG. 1(a), the virtual space 100 is configured by a collection of a plurality of virtual unit spaces 110. FIG. 1(a) shows an example in which a plurality of cubic virtual unit spaces 110 (i.e., virtual three-dimensional masses) are collected to configure a cubic virtual space 100 (as an example, an example in which the virtual space 100 is configured by a collection of 5×5×5 virtual unit spaces is shown, but the size of the collection is not limited to this. For example, the virtual space may be a collection of m×n×o virtual unit spaces. However, m, n, and o are the same or different positive integers.). The shape of the virtual space 100 is not limited to a cube shape, and may be any shape as long as it is a collection of a plurality of virtual unit spaces 110. By configuring the virtual space 100 with the virtual unit space 110 in this manner, it becomes possible to specify the movement of a character between virtual three-dimensional masses (i.e., the movement can be specified in units of the virtual unit space 110) and to specify a specific action of the character within the three-dimensional mass, thereby providing a simulation system 1 that is easy to operate despite having a high degree of freedom in the movement and actions of the character.

[0013] The shape of the virtual unit space 110 is not particularly limited. However, from the viewpoint of ensuring ease of configuration of the virtual space 100, it is preferable that the virtual unit space 110 is configured to have, for example, a cubic shape. A plurality of virtual spaces 100 may be connected. The virtual unit space 110 may be configured to have other shapes, such as a rectangular parallelepiped shape or a sphere. The virtual unit space 110 may be formed by connecting a plurality of virtual unit spaces of the same or different shapes, treating the connected parts (joint parts) as non-existent, and treating the connected plurality of virtual unit spaces as one virtual unit space. In this embodiment, an example will be described in which the virtual unit space 110 is cubic and the virtual space 100 is also cubic.

[0014] First, the simulation system 1 places a predetermined character in the virtual space 100 in response to an instruction from a user or in advance. As an example, as shown in FIG. 1(b), a character 50 is placed in the virtual unit space 110a, a character 52 is placed in the virtual unit space 110b, a character 54 is placed in the virtual unit space 110c, an object 60 is placed in the virtual unit space 110d, a character 56 is placed in the virtual unit space 110e, and a character 58 is placed in the virtual unit space 110f. Here, the characters 50, 52, and 54 are the same type of characters, and the character 56 is a character smaller in size than the character 58. The object 60 is an object that can be destroyed by the interference of a character. FIG. 1(b) shows an example in which a plurality of characters and objects are placed in the virtual space 100, but the number of characters placed in the virtual space 100 may be one or more.

[0015] In addition, in FIG. 1(b), for the sake of simplicity, only the bottom surface of each virtual unit space is shown (thus, in FIG. 1(b), only the bottom surface 102 of the virtual space 100 is shown). Therefore, the simulation system 1 can place characters and objects not only in the bottom surface 102 of the virtual space 100, but also in a virtual unit space (not shown) above the bottom surface 102. In addition, in FIG. 1(b), the direction from the virtual unit space 110a toward the virtual unit space 110b is set as "forward."

[0016] Here, a character is a character that can appear in the simulation system 1, can be placed in the virtual space 100, and can set commands for the character's actions in the virtual space 100 by the user. An object is an object that can be placed in a predetermined virtual unit space 110 that constitutes the virtual space 100 according to a user's instruction, and represents an object that can or cannot be interfered with by a character. In addition, the virtual unit space 110 may be set with characteristics such as the terrain and weather of the virtual unit space. Note that the objects also include characters that do not actually move in the virtual space 100, derived objects that are objects associated with the actions of the character, and objects (environmental objects) that are unique to the environment associated with the terrain, weather, etc. of the virtual unit space 110.

[0017] Furthermore, interference means that when a character exists in the same or nearby virtual unit space as other characters and / or objects, and / or when a character exists in a predetermined virtual unit space or a virtual unit space nearby the predetermined virtual unit space, the character exerts a predetermined influence on the other characters and / or objects, and / or the character may exert a predetermined influence on a predetermined virtual unit space. Various influences can be given as the predetermined influence. For example, various influences can be set, such as an influence of pushing a character into another virtual unit space, an influence of destroying an object in the same virtual unit space, and even an influence of changing the situation of the virtual unit space.

[0018] For example, in FIG. 1(b), the user sets commands for each of the characters 50, 54, and 56. As an example, a command (first command) indicating "move forward" and a command (second command) indicating "jump forward" are set for the characters 50 and 54, and an execution order is set in which the second command is executed after the first command. As shown in the lower diagram of FIG. 1(b), the first command and the second command are also set for the character 56, and further, a command 300b for repeating the first command 300a twice, and a command 300d for executing the second command 300c after that, and repeating these three times as one set (that is, a command for repeating the first command twice and then executing the second command three times as one set) are set. On the other hand, no command is set for the characters 52 and 58 (or a command for "stay" at the same place is set). Note that the object 60 is only placed in the virtual unit space 110d.

[0019] Here, the simulation system 1 can output the commands set by the user and the execution sequence of the commands in a manner that is perceptible to the user. For example, the simulation system 1 can be executed on an information terminal, and can display the commands and execution sequence set by the user on the display unit of the information terminal together with or separately from the virtual space 100. For example, the command contents and their execution sequence are displayed as commands 300 using text and figures as shown in the lower diagram of FIG. 1(b) (in the example of the lower diagram of FIG. 1(b), the command contents set for the character 56 are displayed). The simulation system 1 then executes the commands set by the user in the execution sequence set by the user, thereby moving the character in the virtual space 100.

[0020] In the simulation system 1, after the commands and the execution order of the commands are set for the character, the user is prohibited in principle from instructing to change or stop the action (movement action) of the character moving from one virtual unit space to another virtual unit space. However, the simulation system 1 may allow actions to be performed in the virtual unit space in which the character exists (for example, actions such as performing a technique or jumping in place) in response to a user instruction even when the simulation system 1 is executing the character's action.

[0021] (Example of Character 50 and Character 52) For example, as shown in FIG. 1(b) and FIG. 1(c), the character 50 executes the second command after the first command. That is, the character 50 moves forward from the virtual unit space 110a (executing the first command), then jumps forward (executing the second command) and reaches the virtual unit space 110b. Here, when the second command is executed, the character 50 and the character 52 are present in the same virtual unit space 110b. In this case, the simulation system 1 controls the movement of the character 50 in the virtual unit space 110b based on a combination of the characteristics of the character 50 and the characteristics of the character 52, and the command immediately before the character 50 reaches the virtual unit space 110b. That is, the simulation system 1 controls the movement of the character 50 based on a predetermined condition, regardless of (or taking precedence over) the user's setting.

[0022] For example, the simulation system 1 is set in advance to execute an action of placing the first character on the other characters present in the virtual unit space when multiple characters present in the same virtual unit space are the same type of characters and one character reaches the virtual unit space by "jumping" from a virtual unit space adjacent to the virtual unit space. Then, since the characters 50 and 52 are the same type of characters and the character 50 executes a second command (command to jump forward) immediately before reaching the virtual unit space 110b, the simulation system 1 operates the character 50 so that the character 50 is placed on the character 52 as shown in FIG. 1(c). Note that the simulation system 1 can also be set in advance to execute an action of the first character colliding with the other characters present in the virtual unit space and remaining there (in the virtual unit space adjacent to the virtual unit space in which the other characters exist) when multiple characters present in the same virtual unit space are the same type of characters and one character reaches the virtual unit space by "moving forward" from a virtual unit space adjacent to the virtual unit space, or an action of the first character and the other characters being bounced in opposite directions.

[0023] (Example of character 54 and object 60) Also, for example, as shown in FIG. 1(b) and FIG. 1(c), the character 54 executes the second command after the first command. That is, the character 54 moves forward from the virtual unit space 110c (executing the first command), then jumps forward (executing the second command) and reaches the virtual unit space 110d. Here, when the second command is executed, the character 54 and the object 60 will be present in the same virtual unit space 110d. In this case, the simulation system 1 controls the movement of the character 54 in the virtual unit space 110d based on the combination of the characteristics of the character 54 and the characteristics of the object 60, and the command immediately before the character 54 reaches the virtual unit space 110d.

[0024] For example, the simulation system 1 pre-sets that when a character and a predetermined object exist in the same virtual unit space, the predetermined object can be interfered with by the character. Here, the interference indicates, as an example, that the character can destroy the predetermined object. The simulation system 1 pre-sets that when the character reaches a virtual unit space by "jumping forward" from a virtual unit space adjacent to the virtual unit space, the character executes an action to destroy an object existing in the virtual unit space. Then, since the character 54 executes the second command (command to jump forward) immediately before arriving at the virtual unit space 110d, the simulation system 1 operates the character 54 so that the object 60 is destroyed by the character 54 and a plurality of objects 60a, which are fragments of the object 60, are scattered around the virtual unit space 110d, as shown in FIG. 1(c). In addition, when a character and a specified object exist in the same virtual unit space, if it is preset that the specified object is not susceptible to a specified interference from the character, and the character reaches the virtual unit space by "jumping forward" or "moving forward" from a virtual unit space adjacent to the virtual unit space, it is possible to preset the action of the character being repelled by the object and returning to the original virtual unit space, without destroying the object existing in the virtual unit space.

[0025] (Example of Character 56 and Character 58) Furthermore, for example, as shown in FIG. 1(b) and FIG. 1(c), the character 56 executes the second command after executing the first command twice. That is, the character 56 advances two squares forward from the virtual unit space 110e (executing the first command twice), then jumps (executing the second command) and reaches the virtual unit space 110f. Here, when the second command is executed, the characters 56 and 58 will be present in the same virtual unit space 110f. In this case, the simulation system 1 controls the movement of the character 56 in the virtual unit space 110f based on the combination of the characteristics of the character 56 and the characteristics of the character 58, and the command immediately before the character 56 reaches the virtual unit space 110f.

[0026] For example, in the case where multiple characters existing in the same virtual unit space are different types of characters, the size of one character arriving in the virtual unit space is smaller than the size of other characters already existing in the virtual unit space, and one character arrives in the virtual unit space by "jumping" from a virtual unit space adjacent to the virtual unit space, the simulation system 1 is set in advance to make the one character execute an action of colliding with the other characters existing in the virtual unit space and retreating to a virtual unit space further back than the original virtual unit space from which the one character moved. In this case, it is also set in advance that a character with a larger size (in this case, the other character) executes an action while remaining in the virtual unit space.

[0027] Character 56 and character 58 are different types of characters, and character 58 is larger than character 56. Therefore, since the simulation system 1 executes the second command (command to jump) immediately before character 56 reaches virtual unit space 110f, character 56 is bounced by character 58 and moves back along the original path from which character 56 moved, returning to virtual unit space 110g, as shown in FIG. 1(c). After that, since the command set for character 56 is a set of two first actions and one second action, which is repeated three times, the simulation system 1 causes character 56 to execute the first action of the next set.

[0028] In this case, the character 56 is located in the same virtual unit space as the character 58 in the virtual unit space 110f in the second first command. Here, for example, in the simulation system 1, when a plurality of characters existing in the same virtual unit space are different types of characters, and the size of one character arriving in the virtual unit space is smaller than the size of other characters already existing in the virtual unit space, and when the one character arrives in the virtual unit space by "moving forward" from a virtual unit space adjacent to the virtual unit space, the one character collides with the other character existing in the virtual unit space, and the character performs an action of remaining in the virtual unit space from which the one character has moved and adjacent to the virtual unit space in which the other character exists. In addition, in this case, it is previously set that a character with a larger size (in this case, the other character) performs an action of remaining in the virtual unit space. Therefore, in this case, the character 56 performs an action of remaining in the virtual unit space 110h.

[0029] The characters and objects may be of a size that occupies multiple virtual unit spaces 110. For example, characters and / or objects of various sizes that occupy multiple virtual unit spaces 110, such as characters and / or objects of a size that occupies eight virtual unit spaces 110 (2×2×2) or characters and / or objects of a size that occupies four virtual unit spaces 110 (2×2×1), may be used. In this case, "interference" refers not only to the case where one or more virtual unit spaces 110 occupied by one character and / or object coincide with one or more virtual unit spaces 110 occupied by other characters and / or objects, but also to the case where at least a part of the spaces are common, that one character exerts a predetermined effect on other characters and / or objects and / or that one character may exert a predetermined effect on a predetermined virtual unit space. For example, when one character occupies multiple virtual unit spaces 110 and the other characters overlap all or a part of the multiple virtual unit spaces 110 (that is, when at least a part of the positions of the one character and the other characters are common), "interference" may occur. Furthermore, when one or more virtual unit spaces 110 occupied by one character and / or object coincide with one or more virtual unit spaces 110 occupied by another character and / or object, this may be recognized as special interference, as opposed to a case where there is some commonality, and a predetermined interference process may be executed.

[0030] Thus, in the simulation system 1, first, the user can freely set commands for the character and set the execution order of the commands. Then, in the simulation system 1, the execution of the character's actions is started according to the commands and execution order of the commands set by the user, and interference occurs between the character and other characters, etc. in a predetermined case. When interference occurs, the simulation system 1 can control the action performed by the character based on the relationship between the character and other characters, etc., the character's previous action, etc.

[0031] The virtual space 100 is composed of a plurality of virtual unit spaces 110, and a character for which a command has been set can move from one virtual unit space 110 to another virtual unit space 110 for each virtual unit space. Therefore, since the occurrence of interference between characters and / or between a character and an object, etc. can be controlled for each virtual unit space, the user can easily anticipate the occurrence of interference itself without strictly controlling the movement command to the character (i.e., without strictly setting the collision judgment between characters or between a character and an object) (however, since the user is not notified of the type of interference that will occur, the user cannot easily anticipate until the interference actually occurs).

[0032] That is, in the simulation system 1, the commands and / or the order of commands set by the user are not necessarily executed according to the user's settings, and various changes occur in the character's behavior depending on the combination of the characteristics of the character, the characteristics of the object, and / or the characteristics of the virtual unit space 110 placed in the virtual space 100. Therefore, according to the simulation system 1, when using multiple characters, the user can execute a simulation while considering, assuming, and imagining various actions and changes in actions, such as what kind of character can be used for a certain character to observe interesting behavior, and how the character's behavior changes depending on the object placed in the virtual space 100. As a result, in the simulation system 1, the user can try various combinations of characters, objects, and / or virtual unit spaces, and enjoy observing the behavior of the characters and the behavior of the characters in the virtual space 100.

[0033] The simulation system 1 can be realized by an information terminal such as a mobile phone, a smartphone, a laptop computer, a tablet PC, a PC, a portable game machine, and / or a home game machine. The simulation system 1 according to this embodiment will be described in detail below, but it should be noted that the names and numerical values ​​in the above and following descriptions are merely examples, the present invention is not limited to these proper names and numerical values, and these proper names and numerical values ​​do not necessarily relate to real proper names and numerical values.

[0034] <Details of Simulation System 1> Fig. 2 shows an example of the functional configuration of the simulation system according to this embodiment, and Fig. 3 shows an example of the data configuration of each storage section of the storage unit according to this embodiment.

[0035] [Outline of Simulation System 1 Configuration] The simulation system 1 of this embodiment comprises an input unit 10 that accepts input of specific instructions and information, a placement unit 12 that places characters etc. in a virtual space 100, a command setting unit 14 that sets commands to be executed by the characters, an execution receiving unit 16 that accepts the execution of commands, a movement control unit 18 that controls the movements of the characters, an output unit 20 that outputs the movements of the characters etc., a storage unit 22 that stores various types of information, an editing unit 24 that applies deformations etc. to the virtual unit space, objects etc., an experience value granting unit 26 that grants experience points to the characters, and a hint presenting unit 28 that presents command hints to the user.

[0036] The storage unit 22 has a character information storage section 220 for storing information related to characters, a unit space information storage section 221 for storing information related to the virtual unit space, a command information storage section 222 for storing information related to commands, a character interference information storage section 223 for storing information related to interference with characters, a spatial interference information storage section 224 for storing information related to interference with the virtual space, an object information storage section 225 for storing information related to objects, an object interference information storage section 226 for storing information related to interference with objects, and an action sequence information storage section 227 for storing information related to a series of actions of a character.

[0037] The simulation system 1 may have the above-mentioned multiple components in the same device or location, and may have some of the above-mentioned multiple components installed in physically separate locations. For example, the simulation system 1 may have an external server perform some of the functions of the components. The simulation system 1 may also be configured as one or more servers. In this case, the simulation system 1 is configured by combining an information terminal, components of one server, and components of another server. In addition, in this embodiment, a collection of predetermined components can be understood as one "information processing device", and the simulation system 1 may be formed as a collection of multiple information processing devices. The method of allocating multiple functions required to realize the simulation system 1 according to this embodiment to one or multiple hardware devices can be appropriately determined in consideration of the processing capacity of each hardware device and / or the specifications required for the simulation system 1. Furthermore, various information stored in the storage unit 22 may be updated by user instructions or information received via the input unit 10, or may be updated at any time by acquiring predetermined information from a predetermined server located outside the simulation system 1.

[0038] [Details of the configuration of Simulation System 1] In the following description, a case will be described in which a user mainly executes a simulation provided by the simulation system 1 using an information terminal.

[0039] (Input section 10, output section 20) The input unit 10 receives input of predetermined instructions and the like from a user. The input unit 10 is, for example, a touch panel of an information terminal, a keyboard, a mouse, a microphone, a motion sensor, and the like. The input unit 10 supplies the instructions to predetermined components of the simulation system 1. Each component that receives the instructions performs a predetermined function.

[0040] The output unit 20 outputs various processing results before, during, and / or after the character performs an action in the simulation system 1, as well as the state of the virtual space 100. The output unit 20 outputs various processing results, information stored in the storage unit 22, the state of the virtual space 100, and the like so that the user can perceive them. Specifically, the output unit 20 outputs various processing results and stored information, and the like, as data in a predetermined format, still images, moving images, sounds, text, and / or physical phenomena such as vibrations. For example, the output unit 20 is a display unit, speaker, vibration unit (a device provided in the information terminal that generates vibrations by a predetermined electric signal), light-emitting unit, or data output unit of an information terminal. In addition, the output unit 20 can output, in a predetermined data format, to the outside, information on the arrangement of characters, objects, and the like set by the user in the virtual space 100, information indicating the commands and command sequence set for the characters and objects, and / or information on the action of a character that has performed a predetermined action due to interference. In addition, the output unit 20 can also output information received from an external server.

[0041] (Storage Unit 22) The storage unit 22 stores various types of information related to the simulation system 1. Each storage section included in the storage unit 22 supplies predetermined information to a predetermined component of the simulation system 1 in response to a request from the other component.

[0042] (Storage unit 22: character information storage section 220) The character information storage unit 220 stores information about characters used in the simulation. Specifically, the character information storage unit 220 stores character information and the like in association with a character ID that identifies the character. The character information is a feature of the character, and is information indicating, for example, the character's attributes, the character's type, the character's name, the character's gender, the character's abilities, the character's techniques, the character's size, the character's weight (body weight), experience points, level, and the like.

[0043] An attribute is information set for each character, and is a characteristic that the character has that is set according to, for example, the type, state, nature, or ability of the character. There is no particular limitation on the attributes, and examples of the attributes include attributes with names such as normal, fire, water, grass, ice, electric, and ghost. A single character may be set with multiple attributes. An attribute may also be an attribute such as a "technique" that the character knows or a "skill" that is set for an item that the character possesses. In this case, for example, a character may have both its own attribute and the attribute of a "technique" that the character knows (which may be the same as or different from the character's own attribute).

[0044] (Storage unit 22: unit space information storage section 221) The unit space information storage unit 221 stores, in association with a virtual unit space ID that identifies the virtual unit space, location information indicating the location of the virtual unit space in the virtual space, and information on the topography, weather, etc. associated with the virtual unit space, which is information indicating the characteristics of the virtual unit space. Examples of the virtual unit space information include topography information, weather information, and interference information.

[0045] Specifically, the topographical information includes information indicating grassland, seashore, waterside, mountain, rocky area, town, cemetery, etc., and the virtual unit space is output from the output unit 20 as a virtual unit space indicating the topography corresponding to the topographical information based on the associated topographical information. For example, virtual unit spaces including objects characteristic of each of a plurality of types of topography such as grassland, rocky area, waterside, etc. (these objects may be objects that the user can place or that the simulation system 1 can place in advance) may be prepared in advance as the virtual unit space. In addition, the weather information is information regarding the weather that can be set for each virtual unit space, such as information indicating fine weather, cloudy weather, rain, thunderstorm, snow, etc. The virtual unit space associated with the weather information is output from the output unit 20 as a virtual unit space indicating the weather corresponding to the weather information based on the associated weather information.

[0046] The interference possibility information is information indicating whether or not interference with the virtual unit space by the user and / or character is possible. For example, when the interference possibility information is information indicating that interference is possible, the editing unit 24 can accept a predetermined instruction by the user via the input unit 10 for the virtual unit space with which interference is possible, and can reflect the instruction in the virtual unit space. For example, when interference that deforms the terrain of the virtual unit space is possible, the editing unit 24 can deform the terrain of the virtual unit space in response to the user's instruction (for example, deformation that collapses mountainous terrain, deformation that makes flat ground rise with soil, deformation that fills swamps, etc.). When the interference possibility information is information indicating that interference is possible, interference such as destruction by the character may be enabled for the virtual unit space with which interference is possible. On the other hand, when the interference possibility information is information indicating that interference is not possible, interference by the user and the character is prohibited for the virtual unit space with which interference is not possible.

[0047] (Storage unit 22: command information storage section 222) The command information storage unit 222 stores command information indicating the command content to be executed by the character in association with a command ID that identifies the command. The command information storage unit 222 stores a plurality of command information.

[0048] Here, the command includes at least one of a command to move a character within the virtual space without specifying a destination position within the virtual space (i.e., an action command to change the virtual unit space in which the character is located, without specifying which virtual unit space in the virtual space is the destination virtual unit space; hereinafter referred to as a "first action command"), and a command to execute a predetermined action in one of the virtual unit spaces (i.e., an action command in which the character is located in a predetermined virtual unit space and the character executes a predetermined action in the predetermined virtual unit space; hereinafter referred to as a "second action command"). The command may also include an action command to repeat the first action command and / or the second action command a predetermined number of times.

[0049] The first action command includes an instruction regarding the direction, amount, and method of movement from a predetermined virtual unit space (i.e., an action of changing the position of the character to a virtual unit space adjacent to the predetermined virtual unit space), such as moving forward, moving backward, moving right or left, jumping forward, jumping backward, jumping right or left, flying, rolling, crawling, etc. The second action command includes an instruction to execute a predetermined action without moving from the predetermined virtual unit space, such as changing the character's direction in a predetermined direction, jumping in place, staying in place (waiting), performing a predetermined technique (punch, kick, electric shock, other character-specific technique / action, etc.), taking a break from a command, etc. The command to stay in place may be an instruction to maintain the character in a sitting state, an instruction to maintain a standing state, an instruction to maintain a flying state in the virtual unit space, etc., an instruction to maintain the command immediately before arriving at the predetermined virtual unit space or when arriving at the predetermined virtual unit space (i.e., a "rest" command).

[0050] The command may also include a command to generate a derived object resulting from the presence and technique of the character in another virtual unit space adjacent to the virtual unit space in which the character is located. For example, assume that a character has a "fire-breathing" technique as a predetermined technique. In this case, the command to generate a derived object is a command to generate a derived object representing "breathed fire" in another virtual unit space adjacent to the virtual unit space when the character is located in a predetermined virtual unit space and has activated the "fire-breathing" technique.

[0051] Furthermore, the command may be a command to change a character into a specified character when a specified condition is met (hereinafter, referred to as "evolution"). Note that "evolution" refers to a character changing into another evolved character when a specified condition is met.

[0052] (Storage unit 22: character interference information storage section 223) Character interference information storage unit 223 stores motion information indicating motions of one character and / or another character when interference of one character with another character occurs. That is, character interference information storage unit 223 stores motion information of motions executed by one character and / or another character when one character and another character come to exist in the same virtual unit space.

[0053] Specifically, the character interference information storage unit 223 stores the action information in association with a first character ID for identifying the first character and an other character ID for identifying the other character. Also, the character interference information storage unit 223 may store the action information in association with the first character ID and the other character ID, and command information indicating a command before (preferably immediately before) the first character exists in the same virtual unit space as the other character (hereinafter referred to as "the immediately previous command information of the first character") and / or command information indicating a command before (preferably immediately before) the other character exists in the same virtual unit space as the first character (hereinafter referred to as "the immediately previous command information of the other character").

[0054] The action information is set, for example, by a combination of one character with another character, a combination of character information of one character with character information of another character, etc. The action information can also be set by a command executed by one character until the one character reaches the same virtual unit space as the other character, or a command executed immediately before the one character reaches the same virtual unit space.

[0055] In addition, the character interference information storage unit 223 can also store default action information in association with information that characterizes a character (for example, a character's attribute, size, weight, etc.). That is, the character interference information storage unit 223 can also store action information without association with one character ID or another character ID. For example, when there are multiple characters and multiple commands, it may not be possible to set action information for all combinations of characters and / or combinations of commands. In this case, the character interference information storage unit 223 stores default action information in association with, for example, similarities and differences that can be grasped by comparing the features of one character with the features of the other character. As the default action information, for example, when the size of one character is different from the size of another character, when both characters collide in the same virtual unit space, information that sets an action in which the smaller character is bounced off by the other character can be cited.

[0056] <Example of action information based on character type: When the type is the same> For example, the action information determined based on the type of one character and the type of another character will be described below. First, when the type of one character is the same as the type of the other character and the one character and the other character exist in the same virtual unit space, the action information can be set based on the immediately preceding command of the one character and the immediately preceding command of the other character.

[0057] For example, if the immediately preceding command for one character is "move forward" and the immediately preceding command for the other character is also "move forward," the action information can be set to information indicating a motion in which the one character and the other character "collide" in the same virtual unit space, and both the one character and the other character retreat to the virtual unit space they were in immediately before. Also, if the immediately preceding command for one character is "jump forward" and the immediately preceding command for the other character is "stop" (assuming that the one character "jumps forward" to reach the virtual unit space in which the other character is "stopped"), the action information can be set to information indicating a motion in which the one character and the other character overlap in the same virtual unit space, i.e., the one character jumps on top of the other character.

[0058] Furthermore, if the previous command for one character is "move forward," and another character has his back to the first character in a specified virtual unit space, and the previous command for the other character is "stop" (it is assumed that the first character reaches the specified virtual unit space where the other character is "stopped" by "moving forward"), the action information can be set to information indicating an action in which the other character is pushed into another virtual unit space adjacent to the specified virtual unit space along the direction of movement of the first character.

[0059] <Example of action information based on character type: When the type is the same and the size is greater than or equal to a certain size> Even if the characters are of the same type, special action information can be set according to the characteristics of the characters, unlike the above. For example, if the type of one character and the type of another character are the same, the size and / or weight of both characters are equal to or greater than a predetermined value, and the one character and the other character exist in the same virtual unit space, predetermined action information can be set based on the immediately preceding command of the one character and the immediately preceding command of the other character.

[0060] For example, if the immediately preceding command for one character is "jump forward" and the immediately preceding command for the other character is "stop" (assuming that the first character "jumps forward" to reach the virtual unit space where the other character is "stopped"), the size of both characters is equal to or greater than a predetermined value (the first character cannot jump high), so the action information can be set to indicate that, unlike the above, the first character does not ride on the other character, but rather the first character "collides" with the other character in the same virtual unit space, and the first character stands still in the virtual unit space where it was previously in.

[0061] <Example of action information based on character type: When the types are different (part 1)> When the type of one character is different from the type of another character and the one character and the other character exist in the same virtual unit space, operation information can be set based on the characteristics of the one character and the characteristics of the other character, and the immediately preceding command of the one character and the immediately preceding command of the other character.

[0062] For example, if the weight of one character is set as the characteristic of one character and the weight of the other character is set as the characteristic of the other character, and the weight of the one character is less than the weight of the other character, and the immediately preceding command of the one character is "move forward" and the immediately preceding command of the other character is also "move forward," then the action information can be set to indicate that the one character and the other character will collide in the same virtual unit space (the virtual unit space of the collision position), and the one character will move backward into the virtual unit space where it was previously located, and the other character will move to remain in the virtual unit space of the collision position.

[0063] <Example of action information based on character type: When the types are different (part 2)> When the type of one character is different from the type of another character and the one character and the other character exist in the same virtual unit space, operation information can be set based on special characteristics possessed by the one character.

[0064] For example, a case will be described in which a character has a feature of being able to copy the features of another character that exists in a virtual unit space adjacent to the virtual unit space in which the character exists and that is located in front of the first character. In this case, if the immediately preceding command of the first character is "move forward" and the immediately preceding command of the other character is "stop" or executes a predetermined action on the spot, the action information can be set to indicate that the first character copies the ability of the other character, moves forward, and collides with the other character, since the other character is located in front of the first character. In this case, information indicating an action of the other character being surprised may also be set as the action information.

[0065] <Example of movement information based on character size> For example, a case will be described where the size of one character is different from the size of another character. Here, it is assumed that the size of the one character is smaller than the size of the other character. In this case, the action information is set to be an action when the one character reaches a virtual unit space in which the other character exists. This action may be, for example, an action in which the one character collides with the other character and bounces back in the opposite direction along the path that the one character took to reach the virtual unit space.

[0066] <Example of action information based on the character's previous command (part 1)> In addition, a case where the type of the first character is different from the type of the other character, the size of the first character is different from the size of the other character, and the first character can evolve will be described. Here, the size of the first character is smaller than the size of the other character. When the first character and the other character are to exist in the same virtual unit space, the action information can be set based on the immediately preceding command of the first character and the immediately preceding command of the other character.

[0067] For example, if an unevolved character reaches a specified virtual unit space with the previous command being "move forward" and another character's previous command being "sleep" in the specified virtual unit space, the action information can be set to the one character colliding with the other character and bouncing back in the opposite direction along the path the one character took to reach the virtual unit space, and the other character can be set to continue "sleeping."

[0068] On the other hand, for example, if a character "evolves" by satisfying a specified condition before reaching a specified virtual unit space, and the previous command of the evolved character is "move forward" and the previous command of the other character is "sleep," the action information can be set to information indicating an action in which the one character collides with the other character in the same virtual unit space (the virtual unit space of the collision position), the other character "wakes up," and the one character and the other character stop in a state where they are both awake in the virtual unit space of the collision position.

[0069] <Example of action information based on the character's previous command (part 2)> In addition, a case will be described in which the type of the first character is different from the type of the other characters, the size of the first character is different from the size of the other characters, and the size of the first character is smaller than the size of the other characters. Furthermore, it is assumed that the first character exists in a virtual unit space above the virtual unit space in which the other characters exist.

[0070] Here, when the immediately preceding command when one character reaches a specified virtual unit space in which another character exists is "fall" or the like (or, if there is no object or the like blocking the character's fall above the specified virtual unit space, any command may be used to cause the one character to fall toward the specified virtual unit space), and the immediately preceding command for the other character is "stay" in the specified virtual unit space, information can be set as the action information indicating an action in which the one character collides with the other character, bounces, and lands in a virtual unit space adjacent to the virtual unit space. On the other hand, when one character reaches a specified virtual unit space along the same plane as the specified virtual unit space in which the other character exists, information can be set as the action information indicating an action in which the one character collides with the other character and is bounced in the opposite direction to the direction of movement.

[0071] Also, a case will be described in which the type of one character is different from the type of the other characters, and the one character is capable of using a predetermined technique (for example, electric shock).

[0072] Here, when a character reaches a specified virtual unit space in which another character exists, the immediately preceding command is "move forward", and a command to administer an "electric shock" is set after "move forward", and the immediately preceding command of the other character is "sleep" in the specified virtual unit space, the action information can be set to indicate that when the first character collides with the other character, the first character administers an "electric shock", and the other character jumps up in surprise at the "electric shock".

[0073] (Storage unit 22: spatial interference information storage section 224) The spatial interference information storage unit 224 stores motion information indicating a motion of a single character when interference of the single character with a virtual unit space occurs. That is, the spatial interference information storage unit 224 stores motion information of a motion executed by the single character when the single character comes to exist in a predetermined virtual unit space. The motion information also includes information on a change in the state of the virtual unit space in which the single character exists due to interference of the single character.

[0074] Specifically, the spatial interference information storage unit 224 stores the action information in association with a character ID and a virtual unit space ID that identifies a predetermined virtual unit space. The spatial interference information storage unit 224 may also store the action information in association with a character ID, a virtual unit space ID, and command information indicating a command before (preferably immediately before) the character exists in the virtual unit space identified by the virtual unit space ID (hereinafter referred to as "character's immediately previous command information").

[0075] The action information is set, for example, by a combination of the character's characteristics and the virtual unit space information. The action information can also be set by a command executed by the character before the character reaches a predetermined virtual unit space, or a command executed immediately before the character reaches the predetermined virtual unit space.

[0076] <Example of motion information based on the terrain of the virtual unit space> For example, a case where a character reaches a virtual unit space of a predetermined terrain will be described. As an example, a virtual unit space has a terrain of a "river", and a character reaches the virtual unit space having the "river" by a command set by the command setting unit 14.

[0077] In this case, if the character's immediately preceding command is "move forward" and the character's attribute is a "water type", the motion information can be set to information indicating that the character moves in the virtual unit space having the "river" in the same way as in a virtual unit space not having the "river". If the character's immediately preceding command is "move forward", the character's attribute is a "water type" and the character is capable of swimming in water, the motion information can be set to information indicating that the character moves in the virtual unit space having the "river" by swimming in the "river". On the other hand, if the character's immediately preceding command is "move forward" and the character's attribute is a "fire type", the motion information can be set to information indicating that the character cannot move forward in the virtual unit space having the "river" and moves backward. If the character's immediately preceding command is "move forward" and the character's attribute is a "rock type", the motion information can be set to information indicating that the character is swept away by the "river" and moves to another virtual unit space adjacent to the virtual unit space having the "river". Furthermore, if the character's previous command is "move forward", the character's attribute is a "rock type", and the character's size is equal to or larger than a predetermined size, the action information may be set to information indicating the character getting stuck in the "river", as well as information outputting the appearance of water overflowing from the "river".

[0078] <Example of operation information based on the weather in a virtual unit space> For example, a case where a character arrives at and / or exists in a virtual unit space with a specific weather will be described. As an example, a case where the weather in the virtual unit space is "rainy" and the character arrives at the virtual unit space by a command set by the command setting unit 14 will be given.

[0079] In this case, if the immediately preceding command to the character and / or the command in the "rainy weather" virtual unit space is "run and advance one square," the action information can be set to information indicating that, when the character advances in the "rainy weather" virtual unit space, with a predetermined probability (for example, randomly), the character will slip and advance one or more squares more. Also, if the immediately preceding command to the character and / or the command in the "rainy weather" virtual unit space is a "technique to change the weather," the action information can be set to information indicating that the technique will change the weather in the virtual unit space in which the character exists.

[0080] <Example of motion information based on virtual unit space and character attributes> For example, a case where a character reaches a virtual unit space of a predetermined terrain will be described. As an example, the virtual unit space has a terrain with a "wall", and the character reaches the virtual unit space having the "wall" by a command set by the command setting unit 14.

[0081] In this case, if the character's previous command is "move forward" and the character's attribute is a "normal type", the action information can be set to indicate that the character cannot move through a virtual unit space having a "wall" and will move to remain in the virtual unit space just before reaching that virtual unit space. Also, if the character's previous command is "move forward" and the character's attribute is a "ghost type", the action information can be set to indicate that the character will move forward by passing through a virtual unit space having a "wall".

[0082] (Storage unit 22: object information storage section 225) The object information storage unit 225 stores information (object information) about objects that can be placed in the virtual unit space. Specifically, the object information storage unit 225 stores the object information and the like in association with an object ID that identifies the object. The object information is, for example, information indicating the attribute of the object, the type of the object, the name of the object, the size of the object, whether the object can be destroyed, and the like. Note that an attribute is information set for each object, and is, for example, a characteristic possessed by an object that is set according to the type, state, or nature of the object. Note that multiple attributes may be set for one object.

[0083] The objects may include objects that can be placed in the virtual unit space and can set or change the environment, such as the terrain, of the virtual unit space (hereinafter, referred to as "environmental objects"). The environmental objects may include objects that represent terrain (e.g., trees, rocks, rivers, etc.), objects that represent structures (e.g., walls, buildings, floors, etc.), and / or characters for which the command setting unit 14 cannot set a command (e.g., a character that is sleeping in a predetermined virtual unit space or does not move even if awake, etc.). The environmental objects may include objects that can be interfered with by a character and objects that cannot be interfered with by a character. An object that can be interfered with is an object that can be destroyed by the character's action (e.g., a predetermined technique, a charge, etc.) (e.g., a destructible tree or rock, etc.). On the other hand, an object that cannot be interfered with is an object that cannot be destroyed by the character's action (e.g., an indestructible floor or wall, etc.). The objects may also include derived objects that are specific to a predetermined character. A derived object is, for example, an object that is generated in response to the activation of a predetermined character's action (e.g., a technique of the predetermined character).

[0084] (Storage unit 22: object interference information storage section 226) The object collision information storage unit 226 stores motion information indicating the motion of the character and / or the object when the character interferes with the object. That is, the object collision information storage unit 226 stores motion information regarding the motion executed by the character and / or the effect on the object when the character and the object are present in the same virtual unit space.

[0085] Specifically, the object collision information storage unit 226 stores the operation information in association with the character ID and the object ID. The object collision information storage unit 226 may also store the operation information in association with the character ID and the object ID, and command information indicating a command before (preferably immediately before) the character and the object exist in the same virtual unit space (hereinafter referred to as "command information immediately before the character").

[0086] The action information is set, for example, by a combination of a character and an object, a combination of character information of a character and object information of an object, etc. The action information can also be set according to a command executed by a character until the character reaches the same virtual unit space as the object, or a command executed immediately before the character reaches the same virtual unit space.

[0087] <Example of behavior information based on object type> For example, a case will be described in which a character reaches a virtual unit space in which a predetermined object is located.

[0088] As an example, suppose that an environmental object representing a "rock" is placed in the virtual unit space, and that this environmental object is an object that can be interfered with. Then, when a character reaches this virtual unit space, and the immediately preceding command of the character is "perform a technique", and the technique can destroy the "rock" environmental object, then information indicating that the character will perform a motion to destroy the "rock" with the "technique" can be set as the motion information. Also, suppose that an environmental object representing a "rock" is placed in the virtual unit space, and that this environmental object is an object that cannot be interfered with. Then, when a character reaches this virtual unit space, then, regardless of the immediately preceding command of the character, information indicating that the character will perform a motion to be bounced off the "rock" and retreat to the virtual unit space immediately before the character reaches the virtual unit space can be set as the motion information.

[0089] Also, as the object, an object that can evolve when a predetermined character acquires the object can be prepared. For example, the placement unit 12 places an object (evolution object) necessary for the evolution of a predetermined character in a predetermined virtual unit space. Then, when the predetermined character arrives at the virtual unit space in which the evolution object is placed by a command set by the command setting unit 14, information indicating a behavior by which the character evolves can be set as the behavior information, regardless of the command immediately preceding the character.

[0090] (Storage unit 22: operation sequence information storage section 227) The action sequence information storage unit 227 stores the action sequence information in association with the action sequence information ID that identifies the action sequence information. The action sequence information is information including the virtual space 100 used for the character's action, the placement result by the placement unit 12, one or more commands set by the command setting unit 14 for a specific character and the execution order of the commands, and the character's action controlled by the action control unit 18 described later. In other words, the action sequence information is information that enables the placement of the character and / or object in the virtual space 100, and a series of actions from the start of the character's action in the virtual space 100 to the end of the action, to be reproduced at any timing in any system including the simulation system 1.

[0091] The output unit 20 can execute the action of the character in the virtual space 100 at any timing based on the action sequence information, typically, in response to an instruction from a user, reproduce the action of the character in the virtual space 100 as a video on a display unit of an information terminal or the like. The action sequence information may be provided, for example, to an information terminal or a server outside the simulation system 1 where the action sequence information was generated, via a communication network or a recording medium. The information terminal or the server to which the action sequence information is provided can execute the action of the character in the virtual space 100 using the action sequence information. This allows the action sequence information created by one user in the simulation system 1 to be supplied to the simulation system 1 of another user.

[0092] (Arrangement part 12) The arrangement unit 12 arranges characters and / or objects in a virtual unit space 110 constituting the virtual space 100. The arrangement unit 12 can also arrange characters and / or objects in the virtual unit space 110 in advance. Furthermore, the arrangement unit 12 can arrange a predetermined character and / or a predetermined object in the virtual unit space 110 designated by the user in response to an instruction from the user received by the input unit 10. The arrangement unit 12 can also arrange characters and / or objects in each of the multiple virtual unit spaces 110. That is, the arrangement unit 12 can arrange one or more characters in each of the one or more virtual unit spaces 110 and / or arrange one or more objects in each of the one or more virtual unit spaces 110. Note that since the virtual space 100 is configured in a virtual three-dimensional space, the arrangement unit 12 can arrange characters and / or objects not only in the bottom surface 102 of the virtual space 100 but also in the virtual unit space 110 above the bottom surface 102.

[0093] Specifically, the output unit 20 outputs information on the characters stored in the character information storage unit 220 and / or information on the objects stored in the object information storage unit 225 (for example, list information on the characters and / or objects that the user can use in the simulation system 1) to a display unit of the information terminal. Then, the arrangement unit 12 receives an instruction to select the characters and / or objects by the user via the input unit 10, and acquires information on the characters selected by the user stored in the character information storage unit 220 and / or information on the objects selected by the user stored in the object information storage unit 225. Also, the output unit 20 outputs the virtual space 100 consisting of the virtual unit space 110 to a display unit of the information terminal. The arrangement unit 12 receives an instruction to select the virtual unit space 110 by the user via the input unit 10 for each character and / or object selected by the user. Then, the arrangement unit 12 arranges the objects indicated by the character and / or object information indicated by the acquired character information in the virtual unit space selected and instructed by the user. The output unit 20 can output an image showing a state in which the arrangement unit 12 arranges the characters and / or objects in the virtual unit space. The placement unit 12 supplies information regarding the characters and / or objects placed in the virtual space 100 to the action control unit 18 .

[0094] (Instruction setting section 14) The command setting unit 14 sets one or more commands to be executed by the character in the virtual space 100, and when multiple commands are set, sets the execution order of the multiple commands to the character. When multiple characters are selected by the user, the command setting unit 14 sets commands and execution orders for one character and the other characters, respectively. That is, the command setting unit 14 accepts the selection of commands by the user and the execution order of the selected commands via the input unit 10, and associates the accepted commands and the execution order of the commands with the character selected by the user. Specifically, the output unit 20 outputs information about commands for the characters stored in the command information storage unit 222 in a manner that is perceptible to the user. Then, the command setting unit 14 accepts an instruction to set commands and the execution order of the commands by the user who has referred to the information about the commands via the input unit 10, and associates the accepted commands and the execution order of the commands with the character selected by the user. In addition, the output unit 20 can output the commands and the execution order of the commands set by the command setting unit 14 in a manner that is perceptible to the user by using text, a predetermined figure, or the like. The command setting unit 14 supplies the action control unit 18 with information indicating the commands associated with the characters and the execution order of the commands.

[0095] The command setting unit 14 can automatically set commands and their execution order without receiving a command selection and command execution order instruction from the user. In this case, the command setting unit 14 can, for example, randomly set commands and their execution order, or can set predetermined commands and their execution order. As an example, the command setting unit 14 can set predetermined commands and their execution order for a predetermined character as a tutorial.

[0096] Specifically, the command set by the command setting unit 14 is a command stored in the command information storage unit 222. Examples of the command set by the command setting unit 14 include the above-mentioned first action command, second action command, repeat action command, command to generate a derived object, and command to evolve. The command setting unit 14 can set the amount of movement from a predetermined virtual unit space included in the first action command using the number of virtual unit spaces as a unit. That is, by regarding the virtual unit space as a virtual square, a command such as "move forward two squares" can be set for the character. Treating the virtual unit space as a virtual square makes it easier to set the movement of the character. In addition, the execution order of the commands set by the command setting unit 14 can be freely set according to the user's desire.

[0097] <Examples of commands including cases where a character evolves while moving within the virtual space 100> Here, an example will be described in which the command setting unit 14 sets the command "evolve" to one character. For example, it is assumed that the command setting unit 14 sets the commands "move forward", "use a technique", "move forward", "evolve", "move forward", and "use a technique" to one character in this order. In this case, the command setting unit 14 may make the command "use a technique" before evolution and the command "use a technique" after evolution different depending on before and after the evolution of the character. That is, the user only needs to set the command "use a technique", and the content of the "technique" may be appropriately set based on the content and execution order of the command set by the command setting unit 14. In this example, it is assumed that the technique of the character before evolution and the technique of the character after evolution are different. Therefore, when the user sets the command "use a technique" to the evolved character, the command setting unit 14 may determine that the "technique" is the "technique" of the evolved character, and may set it so that the "technique" of the evolved character is used, not the "technique" of the character before evolution.

[0098] (Execution reception unit 16) The execution receiving unit 16 receives an instruction to execute a command set by the command setting unit 14. Specifically, the execution receiving unit 16 receives an instruction to execute a command from a user via the input unit 10. When a user sets commands for multiple characters, the execution receiving unit 16 can, for example, receive execution of a command in any of the following patterns.

[0099] (Pattern 1) Accept instructions to execute commands for multiple characters all at once. (Pattern 2) Multiple characters are divided into multiple groups, and each group receives instructions to execute commands at different times or some of them at the same time. (Pattern 3) An instruction to execute a command is accepted for each character selected by the user from multiple characters.

[0100] The execution receiving unit 16 supplies the action control unit 18 with information indicating that an instruction to execute a command for a predetermined character has been received.

[0101] (Operation control unit 18) The action control unit 18 operates the characters arranged in the virtual space 100 by the arrangement unit 12 in accordance with the command and execution order set by the command setting unit 14 in response to the information received from the execution receiving unit 16. In addition, when a command and an execution order of the command are set for each of the first character and the other characters, the action control unit 18 starts execution of the command for each of the first character and the other characters in accordance with the execution order of the commands in response to a user operation (for example, an instruction to execute a command received via the input unit 10). Furthermore, when interference occurs between the character for which execution of a command has been started and another character, an object arranged in a predetermined virtual unit space, and / or a predetermined virtual unit space in the virtual space 100, the action control unit 18 prioritizes the command and execution order of the command set by the command setting unit 14 and causes the character to perform an action corresponding to the interference. That is, in this case, the action control unit 18 can determine the action to be performed by the character in accordance with a predetermined rule. Then, the action control unit 18 causes the output unit 20 to output the state of the character executing the command.

[0102] In addition, the action control unit 18 can also make the character execute a predetermined action when the command set by the command setting unit 14 cannot be executed due to the relationship between the character and the virtual space in which the character exists. For example, when the character is placed in the air of the virtual space 100 by the placement unit 12, and the character cannot fly or float in the air, and the command set by the command setting unit 14 is a movement command such as "move forward," the action control unit 18 determines that the movement command cannot be executed. Then, the action control unit 18 stops the execution of the movement command, and moves the character in accordance with the laws of physics, for example (in this case, the character is dropped downward from the position where the character exists). Next, the action control unit 18 continues the execution of the command set by the command setting unit 14 at the stage where the command set by the command setting unit 14 can be executed (in this case, when the character lands on the floor of the virtual space).

[0103] Here, when the action control unit 18 moves the character within the virtual space 100 based on the command and execution order set by the command setting unit 14, the action control unit 18 moves the character from one virtual unit space to another virtual unit space adjacent to the one virtual unit space. If the virtual unit spaces are regarded as "squares", the action control unit 18 moves the character for each "square". The action control unit 18 may also move the character at predetermined time intervals. In other words, the action control unit 18 may seamlessly move the character through a plurality of virtual unit spaces at predetermined time intervals (for example, it may be set to move one virtual unit space per second).

[0104] Note that the action control unit 18 may also control the action of the character using an action determined based on physical calculations when a character acting based on the commands and the execution order of the commands set by the command setting unit 14 interferes with another character or object, or when a character acting based on the commands and the execution order of the commands interferes with a predetermined virtual unit space. For example, when a character collides with another character or object, the action of the character and the action of the other character or object may be calculated by physical calculations based on the shape, size, weight, etc. of the character, the shape, size, weight, etc. of the other character, and the collision speed, etc., and the calculated action may be made to the character.

[0105] Furthermore, the movement control unit 18 generates movement sequence information indicating a series of movements of the character in the virtual space 100 (including movements due to commands set by the command setting unit 14 and movements in the event of interference), and stores the generated movement sequence information in the movement sequence information storage unit 227 in association with the movement sequence information ID of the movement sequence information. Note that the movement control unit 18 can also generate, as the movement sequence information, movement sequence information indicating a part of a series of movements of the character in the virtual space 100. In other words, the movement control unit 18 can generate movement sequence information including all or a part of the character's movements resulting from the execution of commands according to the execution order of the commands set by the command setting unit 14, and the character's movements in the event of interference.

[0106] Specifically, the motion control unit 18 can control the motion of the character based on the characteristics of the character and the characteristics of the virtual unit space corresponding to the position where the character exists. As an example, the motion control unit 18 acquires motion information stored in the spatial interference information storage unit 224 in association with the character ID of the character executing a command and the virtual unit space ID of the virtual unit space in which the character exists. Then, the motion control unit 18 refers to the acquired motion information and causes the character to execute a motion indicated by the content of the motion information. The motion control unit 18 may also acquire motion information stored in the spatial interference information storage unit 224 in association with the character ID of the character executing a command, the virtual unit space ID of the virtual unit space in which the character exists, and the command (last command information) executed by the character just before the character reaches the virtual unit space, and cause the character to execute a predetermined motion based on the motion information.

[0107] Furthermore, the action control unit 18 can cause each of the first character and the other character to act in the virtual space 100, and when the location of the first character and the location of the other character are in the same virtual unit space, can cause at least one of the first character and the other character to execute a predetermined action, prior to the command and execution order set by the command setting unit 14. In this case, the action control unit 18 can control the action of at least one of the first character and the other character based on at least one selected from the group consisting of a combination of the features of the first character and the features of the other character, a command executed before the first character is located in the same virtual unit space as the other character, and a command executed before the other character is located in the same virtual unit space as the first character.

[0108] For example, when the first character and the other character exist in the same virtual unit space, the motion control unit 18 refers to motion information stored in the character interference information storage unit 223 in association with the character ID of the first character executing a command and the other character ID of the other character, and makes the first character and / or the other character execute a motion indicated by the content of the motion information. The motion control unit 18 may also acquire motion information stored in the character interference information storage unit 223 in association with the first character ID of the first character executing a command and the other character ID of the other character, and with a command executed immediately before the first character reaches the virtual unit space in which the first character exists (immediate command information of the first character) and / or a command executed immediately before the other character reaches the virtual unit space (immediate command information of the other character), and make the first character and / or the other character execute a predetermined motion based on the motion information.

[0109] The motion control unit 18 can control the motion of the character based on the characteristics of the character and the characteristics of the object arranged at the position where the character is present. As an example, the motion control unit 18 acquires motion information stored in the object interference information storage unit 226 in association with the character ID of the character executing a command and the object ID of the object arranged in the virtual unit space in which the character exists. Then, the motion control unit 18 refers to the acquired motion information and causes the character to execute a motion indicated by the content of the motion information. The motion control unit 18 may also acquire motion information stored in the object interference information storage unit 226 in association with the character ID of the character executing a command, the object ID of the object arranged in the virtual unit space in which the character exists, and the command (last command information) executed by the character immediately before the character reaches the virtual unit space, and cause the character to execute a predetermined motion based on the motion information.

[0110] In addition, when a character exists in one virtual unit space and another character exists in another virtual unit space adjacent to the one virtual unit space and associated with the generation of a derived object, the action control unit 18 can also control the action of the other character based on the characteristics of the other character and the characteristics of the derived object. For example, when another character exists in another virtual unit space adjacent to the one virtual unit space in which the one character exists, and an instruction is set by the instruction setting unit 14 for the one character to execute a predetermined action in the one virtual unit space (for example, an action that exerts a predetermined effect toward the other virtual unit space), the action control unit 18 causes the other character to execute a predetermined action. That is, the action control unit 18 may acquire action information stored in the object interference information storage unit 226 in association with the other character ID and the object ID of the derived object, and cause the other character to execute a predetermined action based on the acquired action information.

[0111] <Example 1 of behavior based on the relationship between derived objects and characters> For example, the command setting unit 14 sets a command for one character to generate a derived object specific to the one character in another virtual unit space adjacent to the one virtual unit space when the one character reaches the one virtual unit space. In this case, when the one character reaches the one virtual unit space and the other character reaches the other virtual unit space, the action control unit 18 executes a predetermined action in accordance with the type of the other character and the type of the derived object, giving priority to the command set for the other character. That is, the action control unit 18 acquires action information stored in the object interference information storage unit 226 in association with the other character ID of the other character and the object ID of the derived object placed in the virtual unit space in which the other character exists. As an example, this action information is information including the content that the derived object specific to the one character is a derived object representing "electric shock" corresponding to the technique "electric shock" of the one character, and the other character executes a paralyzing action by the derived object of this "electric shock". Therefore, the action control unit 18 executes a paralyzing action on the other character.

[0112] <Example 2 of behavior based on the relationship between derived objects and objects> For example, take a case where command setting unit 14 sets a command for one character to generate a derived object specific to the one character in another virtual unit space adjacent to the one virtual unit space when the one character reaches the one virtual unit space. In this case, when the one character reaches the one virtual unit space and a predetermined object exists in the other virtual unit space, action control unit 18 exerts a predetermined effect on the predetermined object according to the type of the predetermined object and the type of the derived object.

[0113] In this case, the object interference information storage unit 226 can store the motion information including the effect on the predetermined object in association with the character ID of the character and the object ID of the derived object. Then, the motion control unit 18 acquires the motion information stored in the object interference information storage unit 226. As an example, the motion information is information including the content that the derived object specific to the character is a derived object representing "flame" corresponding to the technique "breathing fire" of the character, and the predetermined object is burned by the derived object of "flame". Therefore, the motion control unit 18 generates a state in which the predetermined object is burned.

[0114] In addition, the motion control unit 18 may execute a predetermined motion when it determines that the command set by the command setting unit 14 cannot be executed in the virtual unit space where the character is located or the destination of the movement. For example, the character cannot move outside the virtual space 100. That is, the outer edge of the virtual space 100 functions as an "invisible wall" or an "invisible floor / ceiling" for the character in the virtual space 100. Therefore, when the character moves in the virtual space 100 according to the command set by the command setting unit 14 and a situation occurs where the character cannot interfere, such as the outer edge of the virtual space 100 or a virtual unit space where an indestructible object is located, the motion control unit 18 causes the character to execute a predetermined motion. Examples of the predetermined motion include a motion to stay in place, a motion to move backward along the path that the character has moved, a motion to change the direction of movement, and the like.

[0115] (Experience Points Granting Unit 26) The experience value imparting unit 26 imparts experience values ​​to the character. The experience value is a value acquired by the character, and the level is a numerical value determined according to the cumulative total of the experience values ​​imparted, which is a numerical value representing the rank of the character. Note that, when the experience value acquired by the character achieves a predetermined condition (for example, when it exceeds a predetermined threshold), the character's level can be raised stepwise. The experience value imparting unit 26 can calculate experience values ​​based on, for example, the number of command executions of the character that the action control unit 18 has caused the character to execute and / or the number of times the character has interfered with other characters, etc., and impart the experience values ​​to the character. Note that, when the character reaches a predetermined level and / or acquires a predetermined value or more of experience values, the action control unit 18 may evolve the character. Also, the action control unit 18 may change the content of the technique that the character can use and / or the effect of the technique according to the character's level. For example, it is assumed that a derived object that is generated when the character activates a predetermined technique is associated with one virtual unit space. In this case, the operation control unit 18 may change the virtual unit space in which the derived object occurs from the one virtual unit space to another virtual unit space, or may generate the derived object in multiple virtual unit spaces including the one virtual unit space (i.e., the derived object may be generated in each of the multiple virtual unit spaces).

[0116] (Hint section 28) The hint presentation unit 28 presents to the user commands that have not been selected by the user and / or the execution order of the commands. The hint presentation unit 28 causes the output unit 20 to output the commands that have not been selected by the user and / or the execution order of the commands in a manner that is perceptible to the user. Specifically, the hint presentation unit 28 sets a predetermined flag for commands that have been set by the command setting unit 14, among the commands stored in the command information storage unit 222. Then, the hint presentation unit 28 presents to the user commands for which no flags have yet been set. The timing at which the hint presentation unit 28 presents to the user may be any timing (including timing according to an instruction by the user).

[0117] [Processing flow of simulation system 1] FIG. 4 shows an example of a process flow in the simulation system according to this embodiment.

[0118] First, the output unit 20 refers to the character information storage unit 220 and / or the object information storage unit 225, and outputs the characters and / or objects in a manner perceptible to the user (for example, this refers to displaying them on a display unit of an information terminal; the same applies below). Then, the input unit 10 receives from the user an instruction to select one or more characters and / or objects to be operated in the virtual space 100 from among the output characters and / or objects. Also, the output unit 20 outputs the virtual space 100 and a plurality of virtual unit spaces 110 constituting the virtual space 100 in a manner perceptible to the user. Then, the input unit 10 receives from the user an instruction to select a virtual unit space 110 in which the characters and / or objects are to be placed from among the output virtual unit spaces 110. In this case, when a plurality of characters and / or a plurality of objects exist, the input unit 10 receives a designation of a position in the virtual unit space 110 in which the characters and / or objects are to be placed for each of the plurality of characters and / or objects. Then, the placement unit 12 places each of the one or more characters and / or objects in a predetermined virtual unit space 110 in response to the selection instruction for one or more characters and / or objects received by the input unit 10 and the specification of the position in the virtual unit space 110 in which to place the one or more characters and / or objects (step 10. Hereinafter, step will be abbreviated as "S").

[0119] Next, the command setting unit 14 causes various commands stored in the command information storage unit 222 to be output from the output unit 20 so as to be perceptible to the user. In response to an instruction from the user who is referring to the output command, the command setting unit 14 sets one or more commands to be executed in the virtual space 100 and the execution order of the commands for each of the one or more characters arranged in the virtual unit space 110 (S12). Then, when the execution receiving unit 16 receives an instruction to execute a command from the user via the input unit 10 (Yes in S14), the action control unit 18 starts the action of the character according to the command and the execution order of the commands set for the character by the command setting unit 14 (S16). On the other hand, when the execution receiving unit 16 does not receive an instruction to execute a command from the user via the input unit 10, it waits until the execution instruction is received (No in S14).

[0120] Then, when interference occurs between the character operating in virtual space 100 in response to the command and another character, object, and / or predetermined virtual unit space 110 (Yes in S18), the motion control unit 18 causes the character to execute a predetermined motion based on the relationship between the character and the other character, object, and / or predetermined virtual unit space 110 (S20). The motion control unit 18 causes the character to execute a predetermined motion based on the motion information stored in the character interference information storage unit 223, the spatial interference information storage unit 224, and / or the object interference information storage unit 226. Examples of the predetermined motion include the various motions described above.

[0121] Then, the action control unit 18 makes the character execute the action based on the interference, and then makes the character continue the command set by the command setting unit 14 (S22). Note that, after making the character execute the action based on the interference, the action control unit 18 may cancel the command set by the command setting unit 14 and make the character execute a predetermined action. On the other hand, if no interference occurs between the character acting in the virtual space 100 according to the command and another character, an object, and / or a predetermined virtual unit space 110 (No in S18), the action control unit 18 makes the character continue the command set by the command setting unit 14 (S22). Then, the action control unit 18 configures a series of actions executed by the character in the virtual space 100 as action sequence information, and stores it in the action sequence information storage unit 227 (S24).

[0122] [Simulation program] Each of the components of the simulation system 1 according to this embodiment shown in Figures 1 to 4 can be realized by executing a program (i.e., a simulation program) in a processor such as a central processing unit (CPU), that is, by software processing. Also, each of the components can be realized by writing a program in advance into hardware as an electronic component such as an integrated circuit (IC). Note that software and hardware can also be used in combination.

[0123] The simulation program according to the present embodiment can be incorporated in advance in, for example, an IC or a ROM. The simulation program can also be provided as a computer program by recording the program in an installable or executable file format on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or a DVD. Furthermore, the simulation program can be stored in advance in a computer connected to a communication network such as the Internet, and provided by downloading via the communication network.

[0124] The simulation program of this embodiment acts on a CPU or the like to cause the simulation program to function as the input section 10, placement section 12, command setting section 14, execution receiving section 16, action control section 18, output section 20, storage unit 22, editing section 24, experience point granting section 26, hint presentation section 28, character information storage section 220, unit space information storage section 221, command information storage section 222, character interference information storage section 223, spatial interference information storage section 224, object information storage section 225, object interference information storage section 226 and action sequence information storage section 227, which are described in Figures 1 to 4.

[0125] [Effects of the embodiment] In the simulation system 1 according to the present embodiment, the user can freely set commands for the character's actions and the execution order of the commands for the character that can move in the virtual space 100. In the simulation system 1, when interference occurs between the character and other characters, objects, and / or the virtual unit space 110 in the virtual space, the user can have the character execute a predetermined action, prior to the command set by the user. In this way, whereas a command set once was faithfully executed as is in the past, the simulation system 1 can have the character execute an action different from the command depending on the interaction between the character and other characters, etc. Therefore, according to the simulation system 1, the user can enjoy watching the character execute an action different from the command set by the user.

[0126] Furthermore, in the simulation system 1, a user can make a character perform various actions that are unexpected by various combinations such as a combination of one character with another character, a combination of one character with an object, and / or a combination of one character with a virtual unit space, etc. Therefore, in the simulation system 1, a user can enjoy what actions the character will perform, that is, enjoy simulating the character's actions by trial and error with the various combinations.

[0127] Furthermore, in simulation system 1, after the user sets the commands and the execution order of the commands and issues an instruction to execute the commands, the user only needs to observe the character's movements, and does not need to be involved in the character's movement within virtual space 100 while the commands are being executed. Therefore, in simulation system 1, operability of the character (user's skill in operating the character) is not required, and the user can enjoy observing the character's movements.

[0128] The simulation system 1 can be implemented in a variety of formats, such as having a character execute commands in a predetermined story format, having one character and / or another character execute commands in a format in which one character competes against another character, or commanding a specified character to perform an action of cornering and capturing a particular character at a specified location within the virtual space 100.

[0129] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the invention according to the claims. It should be noted that not all of the combinations of features described in the embodiments are essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied alone, or may be divided into multiple parts such as program parts and hardware parts and applied. [Explanation of symbols]

[0130] 1 Simulation system 10 Input section 12 Placement section 14 Command setting section 16 Execution reception section 18 Motion control section 20 Output section 22 Storage Unit 24 Editorial Department 26 Experience Points Granting Section 28 Hint section 50, 52, 54, 56, 58 characters 60, 60a Object 100 Virtual Space 102 Bottom surface 110, 110a, 110b, 110c, 110d, 110e, 110f, 110g, 110h Virtual unit space 220 Character information storage section 221 Unit space information storage unit 222 Command information storage section 223 Character Interference Information Storage Unit 224 Spatial interference information storage unit 225 Object Information Storage Unit 226 Object Interference Information Storage Unit 227 Operation sequence information storage section 300, 300a, 300b, 300c, 300d instructions

Claims

1. a command setting unit capable of setting one or more commands to a character that can be placed in a virtual space constituted by a plurality of virtual unit spaces, and setting an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; Equipped with the command setting unit is capable of setting the command and the execution order for each of the one character and the other character; The action control unit controls each of the one character and the other character within the virtual space, and when at least a portion of the location of the one character and the location of the other character are the same, the action control unit causes at least one of the one character and the other character to execute a predetermined action in priority to the action based on the command set by the command setting unit.

2. 2. The simulation system according to claim 1, wherein the instructions include an instruction to move the character without specifying a destination position, and an instruction to execute a predetermined action in any one of the virtual unit spaces.

3. 3. The simulation system according to claim 1, wherein the movement control unit controls the movement of the character based on a characteristic of the character and a characteristic of the virtual unit space corresponding to a position where the character exists.

4. A simulation system according to any one of claims 1 to 3, wherein the action control unit starts an action in the virtual space based on the commands and the execution order set for the one character and the other character, respectively, in response to a user operation.

5. 5. The simulation system according to claim 4, wherein the movement control unit controls the movement of at least one of the one character and the other character based on at least one selected from the group consisting of a combination of features of the one character and features of the other character, the command before the one character is located in the same virtual unit space as the other character, and the command before the other character is located in the same virtual unit space as the one character.

6. the instructions include an instruction to generate a derived object resulting from the presence of the character in another virtual unit space adjacent to the virtual unit space in which the character is present, A simulation system according to any one of claims 1 to 5, wherein, when the character exists in the virtual unit space and another character exists in the other virtual unit space in which the derived object occurs, the action control unit controls the action of the other character based on characteristics of the other character and characteristics of the derived object.

7. The simulation system according to any one of claims 1 to 6, wherein the action control unit executes a predetermined action when it determines that the command set by the command setting unit cannot be executed in the virtual unit space where the character is located or where the character is to move.

8. A simulation method for a simulation system that operates a character, comprising the steps of: a command setting step for setting one or more commands to a character that can be placed in a virtual space constituted by a plurality of virtual unit spaces, and for setting an execution order of the commands when a plurality of commands have been set; an action control step of causing the character to act in the virtual space based on the command and the execution order set for the character; Equipped with In the command setting step, the command and the execution order can be set for each of the one character and the other character, In the motion control process, the one character and the other character are each moved within the virtual space, and if at least a portion of the location of the one character and the location of the other character are the same, a predetermined motion is executed by at least one of the one character and the other character in priority to the motion based on the command set in the command setting process.

9. A simulation program for a simulation system for moving a character, comprising: On the computer, a command setting function that can set one or more commands to a character that can be placed in a virtual space that is composed of a plurality of virtual unit spaces, and that sets an execution order of the commands when a plurality of commands are set; a motion control function for moving the character in the virtual space based on the command and the execution order set for the character; Realize this, In the command setting function, the command and the execution order can be set for each of the one character and the other character, A simulation program in which, in the motion control function, the one character and the other character are each moved within the virtual space, and when at least a portion of the location of the one character and the location of the other character are the same, the program takes precedence over the action based on the command set in the command setting function and causes at least one of the one character and the other character to execute a predetermined action.

10. a command setting unit capable of setting one or more commands to a character that can be placed in a virtual space constituted by a plurality of virtual unit spaces, and setting an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; Equipped with the command setting unit is capable of setting the command and the execution order for each of the one character and the other character; The action control unit controls each of the one character and the other character within the virtual space, and when at least a portion of the location of the one character and the location of the other character are the same, the action control unit prioritizes the action based on the command set by the command setting unit and controls at least one of the one character and the other character to execute a predetermined action.

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