PROGRAM, TERMINAL AND GAME MANAGEMENT DEVICE

The system ensures regular item acquisition in games with virtual cards, addressing the issue of player disinterest by providing predictable rewards, thereby sustaining engagement.

JP7605796B2Active Publication Date: 2024-12-24BANDAI CO LTD
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Patent Information

Application Number
JP2022141094
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-05
Publication Date
2024-12-24
Estimated Expiration
2040-03-23

AI Technical Summary

Technical Problem

Games using virtual cards may lose player interest if the method of providing items fails to sustain engagement.

Method used

A system that includes a game element acquisition unit, a first gift item acquisition unit, and a second gift item acquisition unit, which provide gift items at predetermined intervals, enhancing player engagement by ensuring items are obtained regularly and at set milestones.

Benefits of technology

Maintains player interest by guaranteeing regular item acquisition, enhancing gameplay experience through predictable rewards and maintaining engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To realize a game that does not impair interest. [Solution] This program causes a computer to function as: a game element acquisition means for acquiring game elements in exchange for a price; a first gift item acquisition means for acquiring a first gift item free of charge through a lottery without the need for exchange for a price each time a game element is acquired; and a second gift item acquisition means for acquiring a second gift item free of charge without the need for exchange for a price when the number of game elements acquired reaches a predetermined number. The first gift item acquisition means acquires the first gift item at least once while the number of game element acquisitions is equal to or less than the predetermined number. The game elements constitute the decks used by players in battles. The first gift item and the second gift item do not constitute the deck.
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Description

[Technical field]

[0001] The present invention relates to a program, a terminal, and a game management device. [Background technology]

[0002] In recent years, games using platforms such as smartphones and mobile phones have become popular. For example, there are games in which a deck is used that combines game elements such as virtual cards, and the outcome of a competitive game is determined using parameter values ​​of each game element that constitutes the deck. Furthermore, in such games, there is a system that provides players with items that can be used in the game by lottery (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-42170 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, if the method of providing items does not sustain the interest of the player, the interest of the game may be lost.

[0005] SUMMARY OF THE PRESENT EMBODIMENTS The present invention provides a program, a terminal, and a game management device that can realize a game that does not lose its entertainment value. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to function as a game element acquisition means for acquiring a game element, a first gift item acquisition means capable of acquiring a first gift item each time the game element is acquired, and a second gift item acquisition means capable of acquiring a second gift item when the number of times the game element is acquired reaches a predetermined value.

[0007] One aspect of the present invention is a terminal comprising a game element acquisition means for acquiring game elements, a first gift item acquisition means capable of acquiring a first gift item each time the game element is acquired, and a second gift item acquisition means capable of acquiring a second gift item when the number of times the game element is acquired reaches a predetermined value.

[0008] One aspect of the present invention is a terminal comprising a game element acquisition means for acquiring game elements, and a gift item acquisition means for acquiring a gift item at least once before the number of times the game elements have been acquired reaches a predetermined value.

[0009] According to one aspect of the present invention, there is provided a game device including: a game element providing means for providing a game element; a first gift item providing means for providing a first gift item for each provision of the game element; and a second gift item providing means for providing a second gift item when the number of times the game element is provided reaches a predetermined value. A game management device comprising:

[0010] One aspect of the present invention is a game management device comprising a game element providing means for providing game elements, and a gift item providing means for providing a gift item at least once before the number of times the game elements are provided reaches a predetermined value. Effect of the Invention

[0011] According to the present invention, a game that does not lose its entertainment value can be provided. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. [Diagram 3] FIG. 3 is a diagram showing an example of a battle screen of a battle game displayed on the display 11 of the player terminal 1. As shown in FIG. [Figure 4]FIG. 4 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Diagram 5] FIG. 5 is a diagram showing an example of the user information data D1. [Figure 6] FIG. 6 is a diagram showing an example of the owned card item data D2. [Figure 7] FIG. 7 is a diagram showing an example of the card item character data D3. [Figure 8] FIG. 8 is a diagram showing an example of the deck setting data D4. [Figure 9] FIG. 9 is a diagram showing an example of player A's buddy setting data D5. [Figure 10] FIG. 10 is a block diagram showing an example of the functional configuration of the game server 2. As shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of the user information data G1. [Figure 12] FIG. 12 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. As shown in FIG. [Figure 13] FIG. 13 is a flowchart of the providing process (Step 2) performed by the game server 2. [Figure 14] FIG. 14 is a flowchart showing the acquisition process performed in the player terminal 1 (Step 3). [Figure 15] FIG. 15 is an example of a presentation screen for the lottery for the first gift item displayed on the player terminal 1. In FIG. [Figure 16] FIG. 16 is an example of an effect screen displayed on the player terminal 1 when the first gift item is won. [Figure 17] FIG. 17 is an example of an effect screen displayed on the player terminal 1 when the first gift item is not won. [Figure 18] FIG. 18 is an example of an effect screen displayed on the player terminal 1 for acquiring the second gift item. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] <Embodiments of the present invention> [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured with a player terminal 1 prepared for each of game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0014] The communication line N means a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0015] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.

[0016] The game server 2 is a server system including one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data required for operating the game, and distribute game programs and data required for executing the game on the player terminals 1, etc.

[0017] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11, a touch operation panel 12 that is integral with the display 11, and a speaker 13. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, etc., which are not shown.

[0018] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, a VRAM, a RAM, and a ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.

[0019] In this embodiment, an example will be described in which the above-mentioned game system is applied to a battle game using game elements owned by a first player A and game elements owned by an opponent, a second player B. There are mainly two game elements used in the battle game.

[0020] The first game element is a character, and is represented by being embodied in an image, a virtual or physical object, or the like. The image includes a still image and a video. An example of a virtual or physical object is, for example, a virtual card displayed on a computer, or a physical card. Note that the object is not limited to a card, and is not limited to a card as long as the object is configured to be able to identify the game element associated with the object. The object may be, for example, a shaped object such as a figure having the appearance of a game element.

[0021] In the following description, the first game element in the game to be executed is a character whose behavior is controlled based on the operation of a card by a player (including a non-player operated by a computer), and the card is described as having a design of the corresponding character (an image showing the appearance of the character). Furthermore, it goes without saying that the present invention is not limited to this, and the character may specify other game elements, such as an item in the game to be executed or an effect to be activated.

[0022] A deck is composed of a predetermined number of first game elements. The predetermined number of first game elements are set as a player's deck. For example, if the first game elements are virtual cards displayed on a computer, the deck is a card group composed of a predetermined number of cards selected by a player. The player selects a desired deck from the set decks and plays the game using the cards that compose the deck.

[0023] Furthermore, in a competitive game to which this embodiment is applied, a second game element different from the first game element is added.

[0024] The second game element is a character like the first game element, but does not necessarily need to be associated with a virtual or physical object. Unlike the first game element, the second game element is not an object to be operated by a player (including a non-player operated by a computer) in a match in the game, but has the property of providing the player with operation assistance information, which is information related to the progress of the game, at least in the phase in which the player can operate it.

[0025] In other words, unlike the first game element, whose behavior is controlled based on the operation of the player (including a non-player operated by a computer), the second game element can be said to provide operation assistance information autonomously or spontaneously within the game.

[0026] The operation assistance information can be of any type as long as it is information related to the progress of the game, but it can be, for example, information on the operation method, information regarding the selection or action of the first game element (advice information such as selection of a card, the opponent's card to be attacked, etc.), information that gives an advantage in the progress of the game (advice information such as presenting the type of card that will give an advantage in the outcome of the game), etc.

[0027] Furthermore, the second game element uses the first game element possessed by the player in the game. Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a card, the second game element autonomously or spontaneously determines the selection or action of the card possessed by the player in a match in the game. In other words, like the function of a non-player operated by a computer, it performs an operation similar to the determination of the selection or action of the first game element performed by a player. However, while a conventional non-player is operated by a computer instead of a human player, the second game element is different in that it exists separately and independently from the human player and uses the first game element possessed by the player.

[0028] Also, the second game element has character information. This character information is attribute information of the second game element. The character information affects the autonomous or spontaneous behavior of the second game element (use of the first game element). In other words, the character information is the ability of the second game element, and the autonomous or spontaneous behavior of the second game element (provision of operation support information, use of the first game element) differs depending on the difference in this ability. And, this character information differs depending on the acquired second game element. The character information changes according to the progress of the game of the player. The character information can have a plurality of parameters. For example, in this embodiment, the character information includes a parameter (hereinafter referred to as level) that changes depending on the experience value obtained by the result of the game of the player, a parameter (hereinafter referred to as card understanding) that changes depending on the frequency of use of the first game element used by the player, a parameter (hereinafter referred to as personality) that changes depending on the use ratio of the type of the first game element used by the player, and a parameter (hereinafter referred to as synchro level) that changes when the player achieves a predetermined event. Furthermore, as will be described later, the value can also change depending on experience points acquired as the game progresses with the second game element itself, for example, when the second game element participates in a battle.

[0029] There may be a plurality of second game elements, each of which may have different character information at an initial stage, and the player may select a desired second game element from the plurality of second game elements having different character information.

[0030] The autonomous or spontaneous behavior of the second game element is performed by an AI function provided in the game server 2. This AI function is possible by a learning model obtained by machine learning using the contents of game progress and the results of many competitive games as teacher data. Typical machine learning methods include deep learning, reinforcement learning, or a combination of these, but are not limited to these. The learning model can output different behaviors depending on the character information of the second game element. As a method for realizing this, for example, there is a learning model in which the higher the character information of the second game element, the more time is spent searching for an optimal solution, and the higher the character information of the second game element, the more optimal a solution for dealing with a certain situation can be obtained.

[0031] The above-mentioned second game element may be referred to as a buddy in the following description.

[0032] The first game element and the second game element are game elements that are mainly used in a match. In this embodiment, in addition to the first game element and the second game element, there are game elements that can be exchanged for the first game element or the second game element, game elements that give effects to the first game element and the second game element, game elements that change the appearance of the first game element and the second game element, etc. Such game elements that are not generally used in a match are referred to as items. Items are mainly provided by the game management side.

[0033] The item may be, for example, an in-game currency for acquiring the first or second game element, a ticket exchangeable for the first or second game element, a ticket that allows the appearance (expression form) of the first or second game element to be changed, etc. The item may also be the first or second game element itself. In the following description, among the items, an item that does not require a price for the item itself and is gifted to the player by the game operator may be referred to as a gift item.

[0034] [Game Contents Overview] Next, in order to facilitate understanding of the description of the embodiment, an outline of the game will be described using the display screen of the display 11 of the player terminal 1.

[0035] In the game of this embodiment, players use virtual game cards (first game elements embodied by characters, hereinafter simply referred to as "cards"), which are game objects, in the game. Multiple types of cards are prepared, and each is distinguished by a combination of the character's abilities, rarity, attributes (color), numbers, etc. associated with it. The abilities of a character are determined by ability parameter values ​​such as level, attack power, and HP, which are used in play (battle) against opponents such as computer-controlled enemy characters and other players.

[0036] When registering an account, players are given the minimum number of cards required for battle play, and can also acquire cards during the game, by purchasing paid items, or through a lottery called gacha. In addition, cards can be acquired by acquiring a physical game card (hereinafter referred to as a "real card") and going through a registration procedure to make the acquired real card usable in the game. Specifically, when players A and B go through the registration procedure for a real card, they can acquire a card of the card type associated with that real card.

[0037] Then, Player A creates a deck using a predetermined number of cards (for example, 40 cards) from the cards he owns, and uses the deck to compete in a battle. In a battle using the deck, the player determines victory or defeat against the opponent using the character ability parameter values ​​and card attribute setting values ​​set on the cards that make up the deck (deck cards).

[0038] Before starting the game, players A and B register their accounts. When registering their accounts, players A and B select their preferred buddies from multiple types of second game elements (hereinafter referred to as buddies) presented by the player terminal 1, and set the buddies that will form a group with each of the players A and B. The difference in abilities and personalities of the selected buddies may change the game play style later. Then, each of players A and B organizes a deck with a predetermined number of cards (for example, 40 cards) from the cards they own. The organization of a deck can be performed from the deck organization menu that is presented as one of the card menus by touching the card menu on the home screen or the like. A battle is started by selecting the battle menu from the home screen that is displayed after logging in.

[0039] 3 is a diagram showing an example of a battle screen of a competitive game displayed on the display 11 of the player terminal 1. The battle screen displayed on the display 11 has a first player area 40 which is the area of ​​the player himself and a second player area 41 which is the area of ​​the opponent player. In addition, at the boundary between the first player area 40 and the second player area 41, operation information 42 which displays information on operations that can currently be executed is displayed.

[0040] Each of the first player area 40 and the second player area 41 includes a hand area 43, a field area 44, a base area 45, and a life area 46. In the hand area 43, cards (hand) acquired from the player's own deck are placed. In the field area 44, cards selected by the player from the hand area 43 or the base area 45 are placed. By consuming a predetermined cost, the card in the hand area 43 can be placed in the field area 44. The card placed in the field area 44 can activate the action or effect of the card. In the base area 45, cards and mana items consumed as a cost for placing cards in the field area 44 are placed. The life area 46 includes a player life area 47, which is an area for a player who has life (HP), and a force life area 48, which is an area for a first object (force) who also has life. In the player life area 47, a second object corresponding to the player and the value of the life held by the player are displayed. The first object and the life value of the first object are displayed in the fourth life area 48. The first object exerts a specific effect in the game. In this example, an image of a buddy is displayed as the second object.

[0041] A battle is performed by alternating turns of player A and opponent player B. Each turn is made up of multiple phases such as a standby phase, a mana phase (a phase for preparing to use cards), and a main phase (a battle phase).

[0042] The standby phase is composed of steps such as placing one card drawn from the deck in the hand area 43. In the mana phase, the player can place cards or mana items in his / her base area 45.

[0043] In the main phase, the player can execute actions such as summoning characters, attacking the opponent, activating card effects, and moving cards. Summoning a character means placing a card in the field area 44, subject to the consumption of costs.

[0044] An attack on an opponent is composed of multiple steps such as an attack designation step, a flash timing step, a block designation step, and a battle resolution step. The attack designation step is a step in which the player selects the opponent player or a force as the target of the attack. The flash timing step is a step in which the player and the opponent player can use specific cards with special effects with each other. The block designation step is a step in which the opponent player can select whether or not to block an attack from the player using a card placed in the field area 44 of the second player area 41. The battle resolution step is a step in which the result of the attack is judged, and a resolution process is performed based on the judgment result, such as eliminating the attacking card or the blocking card, or reducing the life of the opponent player or force.

[0045] The activation of a card effect is performed by consuming a cost to activate the effect of a specific card (e.g., a magic card) with a special effect that is placed in the hand area 43. The movement of a card is performed by moving a card between the field area 44 and the base area 45. The player may end the battle phase without summoning a character, attacking the opponent, activating a card effect, moving a card, etc.

[0046] Player A's team and opponent Player B's team alternate between these turns, which consist of a series of phases, until either player's life total reaches 0 or their deck runs out of cards, determining the winner. Depending on the outcome of the match, the player's rank, the buddy's experience points, and the buddy's character information (transformation ability information) change.

[0047] The above example is a normal match play in which player A and player B play against each other, and during the match, the buddies of players A and B provide advice to players A and B.

[0048] Also, by utilizing the ability of the second game element (buddy) to perform autonomous or spontaneous actions (use of cards), team battles are also possible. For example, player A and player A's buddy form one team, and player B and player B's buddy form another team. Then, one team battle is composed of a first battle in which player A and player B's buddy compete against each other to decide the outcome, and a second battle in which player B and player A's buddy compete against each other to decide the outcome. In such team battles, the decks used by each player and the player's buddy are set from the decks owned by the player. The decks set may be the same for the player and the player's buddy, or different decks may be used for the player and the player's buddy.

[0049] [Function configuration] FIG. 4 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.

[0050] As shown in FIG. 4, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56.

[0051] The operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 51 can be realized by, for example, an element that is directly operated by the player A with his / her fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, the touch operation panel 12 corresponds to this.

[0052] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on the programs and data stored in the memory unit 56, the operation input signals from the operation input unit 51, etc. The functions of the processing unit 52 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as its main functional units.

[0053] The game calculation unit 61 executes various game processes for realizing the game of this embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a player information management unit 70, a card item management unit 71, a deck setting unit 72, a buddy setting unit 73, a battle execution unit 74, a card acquisition unit 75, a first gift item acquisition unit 76, a second gift item acquisition unit 77, and a game management unit 78.

[0054] The player information management unit 70 manages player information using user information data D1. The information to be managed includes basic user information such as the player's nickname (player name), in-game user identification information (user ID), buddy identification information, player rank, buddy level, etc. Fig. 5 is a diagram showing an example of the user information data D1.

[0055] The card item management unit 71 uses the owned card item data D2 and the card character data D3 stored in the memory unit 56 to manage cards that can be provided by the game system, including whether or not the player owns and uses the cards.

[0056] The owned card item data D2 is a data group in which card identification information of cards that can be provided by the game system, a possession flag indicating whether the player owns the card, and a use permission flag indicating whether the player can use the card, are associated, and a data group in which item identification information of items that can be provided by the game system and the number of items owned by the player are associated.

[0057] FIG. 6 is a diagram showing an example of the owned card item data D2. In FIG. 6, the card identification information field describes card identification information of a card that can be provided by the game system. If the player owns the card of the card identification information, the field of the owned flag is set to "1", and if the player does not own the card, the field of the owned flag is set to "0". If the player can use the card of the card identification information, the field of the usable flag is set to "1", and if the player cannot use the card, the field of the usable flag is set to "0". In addition, the field of the item identification information describes item identification information of an item that can be provided by the game system. If the player owns the item of the item identification information, the "number of items owned" is set in the field of the number of items owned. FIG. 6 shows an example of the owned card item data D2, and is not limited to this. Even if "0" is set in the field of the owned flag, there are cases where "1" is set in the field of the usable flag. For example, even if the player does not own a card, the player may be allowed to temporarily use the card.

[0058] The card item character data D3 is data in which identification information of a card or item is associated with character information of the card or item. FIG. 7 is a diagram showing an example of the card item character data D3. In FIG. 7, the card identification information is associated with character information (character image, card name, card type, cost amount, attribute, species, ability, attack power, hit points, and rarity). Also, the item identification information is associated with character information (character image, item name, effect). Note that FIG. 7 shows an example of the card item character data D3, and the present invention is not limited to this.

[0059] When there is a new card or item that can be provided, the card item management unit 71 acquires the identification information of the card or item and the card item character data D3 of the identification information through communication with the game server 2. Then, the card item management unit 71 adds the acquired card identification information to the owned card item data D2, and sets the possession flag of the card identification information to "0" and the usable flag field to "0". Also, the card item management unit 71 stores the acquired card character data D3 in the storage unit 56. Then, when the player acquires and possesses a new card, the card management unit 71 sets the possession flag of the card identification information in the owned card item data D3 to "1" and the usable flag field to "1". Similarly, the card item management unit 71 adds the acquired item identification information to the owned card item data D2, and sets the number of items possessed of the item identification information to "0". Also, the card item management unit 71 stores the acquired card item character data D3 in the storage unit 56. Then, when the player acquires and possesses a new item, the card item management unit 71 sets the number of items possessed of the item identification information in the owned card item data D3 to the number possessed.

[0060] The deck setting unit 72 uses the owned card item data D2 and the card item character data D3 to present cards (principally owned cards) that can be used for cards that currently constitute the deck, and selects cards that constitute the deck from the presented cards through a user operation, and sets (edits) the deck. The set deck can be used not only by the player in a match, but also by the player's buddy. The deck setting unit 72 generates deck setting data D4 that associates the name of the set deck, the identification information (deck ID) of the deck, and the card identification information of each card that constitutes the deck, and stores the data in the storage unit 56. FIG. 8 is a diagram showing an example of the deck setting data D4. The example of FIG. 8 shows an example of the deck setting data D4 for deck 1 of player A, and indicates that deck 1 with deck ID "D001" is composed of cards with card identification information "0001", "0006" to card identification information "0450". Note that FIG. 8 shows an example of the deck setting data D3, and is not limited to this.

[0061] The buddy setting unit 73 manages information about a buddy selected by the player from among multiple buddies (second game elements) when registering an account, using the buddy setting data D4. The buddy setting data D4 is character information of the buddy selected from the menu setting. This buddy character information changes as the game progresses, and when it changes, the changed character information is notified from the game server 2, and the character information is updated. FIG. 9 is a diagram showing an example of the buddy setting data D5 of the player A. In the example of FIG. 9, the buddy setting data D5 includes buddy identification information, a buddy image, a buddy name, a level, and character information. FIG. 9 shows an example of the buddy setting data D5, and is not limited to this. The level and character information of the buddy (second game element) at the time of registering the account are set to the initial value (lowest value). In addition, when the buddy is changed, the level and character information of the previous buddy are not carried over, and the level and character information of the changed buddy (second game element) are set to the initial value (lowest value). Furthermore, the buddy setting unit 73 outputs image information of the buddy to the image generating unit 62 during a battle or on other menu screens.

[0062] The match execution unit 74 executes a normal match between players and a team match in which players fight in teams, using the set decks.

[0063] The card acquisition unit 75 performs card acquisition processing on the provision screen (shop screen). Specifically, the card acquisition unit 75 requests the game server 2 to display a purchase screen for the card desired to be acquired, performs display processing for the purchase screen for the card desired to be acquired, and performs approval operations for the price to be paid for acquiring the card. Here, the price refers to money (cash or credit card), in-game currency, or voucher (including in-game tickets). Furthermore, the card acquisition unit 75 outputs card identification information of the acquired card, etc. to the card item management unit 71.

[0064] There are various ways to obtain cards: (1) obtaining only the desired card, (2) obtaining any card in the series to which the desired card belongs, but with a certain probability that the player will obtain the card they desire, and (3) obtaining a package of the series to which the desired card belongs (a collection of multiple cards in the series to which the desired card belongs), but with a certain probability that the card they desire will be included in the pack.

[0065] The first gift item acquisition unit 76 acquires a first gift item with a predetermined probability every time the card acquisition unit 75 acquires a card. Here, the first gift item is an item provided free of charge from the game server 2, such as an in-game currency for acquiring a card or a buddy, a ticket exchangeable for a card or a buddy, or a ticket that allows the appearance (expression form) of a card or a buddy to be changed. Before acquiring the first gift item, the first gift item acquisition unit 76 performs a lottery production process, and notifies the user of the acquisition of the first gift item if the first gift item is acquired, or notifies the user of the failure to acquire the first gift item if the first gift item is not acquired. In addition, the first gift item acquisition unit 76 transmits item identification information of the acquired first gift item to the card item management unit 71.

[0066] The second gift item acquisition unit 77 acquires a second gift item provided free of charge from the game server 2 when the number of times the card or package acquired by the card acquisition unit 75 has been acquired reaches a predetermined number. Here, the second gift item is the same as the first gift item, and is, for example, an in-game currency for acquiring a card or a buddy, a ticket exchangeable for a second card or a buddy, a ticket that allows the appearance (expression form) of a card or a buddy to be changed, etc. Note that the first gift item and the second gift item may be the same item or different items. Before acquiring the second gift item, the second gift item acquisition unit 77 performs a performance process to notify that the number of times the card or package acquired has been acquired reaches a predetermined number and that the second gift item can be acquired. In addition, the second gift item acquisition unit 77 transmits item identification information of the acquired second gift item to the card item management unit 71.

[0067] The game management section 78 manages the overall progress of the game.

[0068] The image generation unit 62 generates one game screen per frame time (for example, 1 / 60 seconds) based on the processing result of the game calculation unit 61, and outputs an image signal of the generated game screen to the image display unit 103. The function of the image generation unit 63 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, and the like.

[0069] The sound generation unit 63 generates sound signals such as sound effects and background music related to the game, audio information of operation auxiliary information, various operation sounds, etc. based on the processing results of the game calculation unit 61, and outputs them to the sound output unit 54. The function of the sound generation unit 64 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of playing back audio files, etc.

[0070] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2 .

[0071] The image display unit 53 displays various game screens based on the image signal input from the image generation unit 63. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 2, the image display unit 53 corresponds to the display 11.

[0072] The sound output unit 54 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 64. In FIG.

[0073] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, and the like.

[0074] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and implementing various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc.

[0075] The storage unit 56 stores a system program and a game program. The system program is a program for implementing basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game calculation unit 61. This program is distributed from the game server 2 or another application distribution server, etc., when the player completes account registration.

[0076] Furthermore, user information data D1, owned card item data D2, card item character data D3, deck setting data D4, and buddy setting data D5 are stored in the storage unit 56. In addition, model data for displaying images of card characters and buddy characters, texture data, motion data, effect data, background images of the game screen, sound data such as sound effects, and the like are appropriately distributed as data necessary for the game and stored in the storage unit 56.

[0077] Next, a description will be given of the configuration of the game server 2. Fig. 10 is a block diagram showing an example of the functional configuration of the game server 2.

[0078] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.

[0079] The processing unit 91 includes a player management unit 101 , an AI processing unit 102 , a match execution unit 103 , a card providing unit 104 , a first gift item providing unit 105 , a second gift item providing unit 106 , and a game management unit 107 .

[0080] The player management unit 101 uses the user information data G1 to manage the account, game progress, and the like for each player of the player terminal 1. The user information data G1 is basic data of the players participating in the game, and records the user information data G1 for each player. FIG. 11 is a diagram showing an example of the user information data G1. The example of FIG. 11 includes the player's user identification information D1, owned card item data D2, deck setting data D4, and buddy setting data D5. Note that FIG. 11 shows an example of the user information data G1, and the present invention is not limited to this.

[0081] The AI ​​processing unit 102 has a learning model obtained by machine learning teacher data such as the contents of game progress and the results of many competitive games. The output contents of this learning model differ depending on the character information (ability of the buddy) of the buddy. An example of such a learning model is a learning model in which the higher the buddy's character information (ability of the buddy), the more time is spent searching for an optimal solution, and the higher the buddy's character information (ability of the buddy), the more optimal a solution is obtained to deal with a certain situation. A representative machine learning method is deep learning, but is not limited to this. The AI ​​processing unit 102 inputs the card setting information transmitted from the player terminal 1 and the character information of the buddy of the player of the player terminal 1, and outputs operation assistance information (advice information) or the card operation information of the buddy in the situation of the card setting information. The card operation information is information such as the movement of the card, the target of attack, and the defense method. Furthermore, since the content of the card operation information differs depending on the buddy's character information, even if the card setting information sent from the player terminal 1 is the same, if the character information of the player's buddy is different, there is a possibility that different operation assistance information (advice information) or card operation information will be output.

[0082] The match execution unit 103 not only executes player-versus-player matches, but also executes player-versus-buddy (non-player) matches upon receiving output from the AI ​​processing unit 102.

[0083] The card providing unit 104 is a unit that provides cards to players, and provides a function called a shop. Specifically, in response to a card providing request from the player terminal 1, the card providing unit 104 transmits a providing screen (for example, a shop top screen) to the terminal 1.

[0084] The card providing unit 104 provides cards as a shop in various ways, including (1) providing only the desired card, (2) providing any card in the series to which the desired card belongs, but the player can obtain the card he or she desires with a certain probability, and (3) providing a package of the series to which the desired card belongs (a collection of multiple cards in the series to which the desired card belongs), but the player's desired card is included in the package with a certain probability. The memory unit 93 stores the probability of obtaining each card, card identification information of the cards constituting each package, the acquisition price of each card, etc., and the card providing unit 104 uses this information to provide the card identification information of the card to be provided to the player terminal 1. The card providing unit 104 also settles the price (cash, in-game currency, ticket) for obtaining the card.

[0085] The first gift item providing unit 105 performs a lottery process to determine whether or not to provide the first gift item with a predetermined probability each time the card providing unit 104 provides a card or package. If the lottery process shows that the first gift item can be provided (winner), the first gift item providing unit 105 transmits item identification information of the item to the player terminal 1 and provides the first gift item. Here, the first gift item is an item provided to the player free of charge from the game server 2, and is, for example, in-game currency for acquiring a card or buddy, a ticket exchangeable for a card or buddy, a ticket that allows the appearance (expression form) of a card or buddy to be changed, etc.

[0086] The predetermined probability may be a probability that a card or package is generated randomly each time a card or package is provided, regardless of the number of cards or packages provided, or a probability that the probability of providing the card or package increases (becomes easier to provide) depending on the number of cards or packages provided. The predetermined probability may also be a probability that the first gift item can be provided at least once while the number of cards or packages provided is equal to or less than a predetermined target number of cards or packages provided. The target number of cards or packages provided will be described later.

[0087] When the number of cards or packages provided by the card providing unit 104 reaches the target number, the second gift item providing unit 106 transmits item identification information to the player terminal 1 and provides the second gift item. Here, the target number is a value set by the game operator, and is the target number of second gift items that can be provided. For example, if the target number is 100, when the number of cards or packages provided by the card providing unit 104 reaches 100, the second gift item providing unit 106 provides the second gift item. Unlike the first gift item providing unit 105, the second gift item providing unit 106 does not provide an item by lottery based on a predetermined probability, but provides the second gift item by a predetermined number of cards or packages. Here, the second gift item is an item provided to the player from the game server 2 free of charge, and is, for example, in-game currency for acquiring a card or buddy, a ticket exchangeable for the second card or buddy, or a ticket that allows the appearance (expression form) of the card or buddy to be changed. Furthermore, the type of the second gift item provided may be the same as or different from the first gift item.

[0088] The game management unit 107 manages the entire game.

[0089] The communication unit 92 connects to a communication line N to realize communication.

[0090] A system program and a game program are stored in the memory unit 93. The system program is a program for implementing basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as a player management unit 101, an AI processing unit 102, a match execution unit 103, a card providing unit 104, a first gift item providing unit 105, a second gift item providing unit 106, and a game management unit 107.

[0091] Furthermore, the recording unit 92 stores user information data G1 and card data.

[0092] The card data is data on all cards used in the game. Basically, data similar to the card item character data D3 described above is stored for all cards and items used in the game. The card data may also include basic data on buddies used in the game (buddy identification information, character image, buddy name, initial level, initial card understanding level, initial personality, and initial synchro level).

[0093] [Operation of each device] Next, the operation of the player terminal 1 and the game server 2 will be described. In the following description, an example will be described in which the game server 2 provides one card package in response to a request for providing one card package from the player terminal 1 of the player. The target number of second gift items to be provided will be set to 100, and the probability of providing the first gift item will be described as the probability of providing the first gift item at least once within the target number. Furthermore, an example will be described in which the first gift item and the second gift item are change tickets that can change the appearance of a buddy.

[0094] First, a description will be given of the sequence between the player terminal 1 and the game server 2. Fig. 12 is a sequence diagram for explaining the operations between the player terminal 1 and the game server 2.

[0095] A player uses a player terminal 1 to request the provision of one card package (Step 1). In response to the provision request from the player terminal 1, the game server 2 performs a provision process (Step 2). The player terminal 1 performs an acquisition process of the provided card package, first gift item, or second gift item (Step 3). This process is performed for each card package provided, up to the target number of card packages to be provided.

[0096] Next, the provision process (Step 2) performed by the game server 2 will be described. Fig. 13 is a flowchart of the provision process (Step 2) performed by the game server 2. In the following description, the number of times the game server 2 has provided a card package is defined as N, the provision counter value that counts the number of lottery processes for providing a second gift item that are performed for each card package provided is defined as M, and the target number of second gift items to be provided is defined as P.

[0097] When the card providing unit 104 of the game server 2 receives a request to provide one card package (Step 100), it provides one card package (game elements) to the player terminal 1 (Step 101). One card package is provided by transmitting card identification information of cards included in the one card package.

[0098] When the card providing unit 104 provides one card package to the player terminal 1, the first gift item providing unit 105 increments the lottery counter value M by 1, and the second gift item providing unit 106 increments the number of times N that the item has been provided by 1 (Step 102).

[0099] Next, the first gift item providing unit 105 performs a lottery process to determine whether to provide the first gift item based on a predetermined lottery probability (Step 103). Here, the lottery probability is 1 / ((P+1)-M). This probability is the probability that the first gift item can be provided at least once while the number of times the card package is provided is equal to or less than the target number of times P (100 times). For example, if the target value P is 100 times, when the number of times of providing is at least 100 times, the probability is 1 / ((100+1)-100)=1, and the first gift item will definitely be provided when the number of times of providing is 100 times.

[0100] The first item providing unit 105 provides the first gift item if the winner is selected based on a predetermined lottery probability (Step 104) (Step 105). The first gift item is provided by transmitting item identification information of the first gift item. In this example, a change ticket that can change the appearance of the buddy is provided as the first gift item, so the item identification information of the change ticket is transmitted.

[0101] The first item providing unit 105 resets the lottery counter value M to 0 (Step 106). The reason for resetting the lottery counter value M is to prevent the probability of winning from increasing unnecessarily because the first donation item has been provided once before the target number of items to be provided P is reached. On the other hand, if the first donation item is not won, the process proceeds to Step 107.

[0102] Next, the second gift item providing unit 106 determines whether the number of times of provision N is equal to the target number of times of provision P (Step 107). If the number of times of provision N is equal to the target number of times of provision P (100 times), the second gift item providing unit 106 provides the second gift item (Step 108). The second gift item is provided by transmitting item identification information of the second gift item. In this example, when the number of times of provision N reaches 100, a change ticket that can change the appearance of the buddy is provided as the second gift item, so the item identification information of the change ticket is transmitted. Then, the provision process is terminated. On the other hand, if the number of times of provision N is less than the target number of times of provision P, the provision process is terminated.

[0103] Next, there will be described the acquisition process (Step 3) performed by the player terminal 1. Fig. 14 is a flowchart of the acquisition process (Step 3) performed by the player terminal 1.

[0104] The card acquisition unit 75 of the player terminal 1 acquires the card package provided from the game server 2 (Step 200). The card acquisition unit 75 transmits card identification information included in the provided card package to the card item management unit 71. The card item management unit 71 sets the possession flag corresponding to the received card identification information in the possessed card item data D1 to “1”.

[0105] The first gift item acquisition unit 76 performs a production process for the lottery of the first gift item (Step 201). FIG. 15 is an example of a production screen of the lottery of the first gift item displayed on the player terminal 1. When the production process is completed and the first gift item is selected (Step 202), the item identification information of the first gift item is acquired from the game server 2. FIG. 16 is an example of a production screen displayed on the player terminal 1 when the first gift item is selected. Then, the card item management unit 71 updates the owned card item data D2 using the item identification information of the first gift item acquired by the first gift item acquisition unit 75 (Step 203). In this example, the first gift item acquisition unit 76 acquires a change ticket that can change the appearance of the buddy as the first gift item, so the card item management unit 71 updates the owned card item data D2 corresponding to the item identification information of the received change ticket.

[0106] On the other hand, if the first gift item is not won (Step 202), a non-win effect process is performed (Step 207). Fig. 17 shows an example of an effect screen displayed on the player terminal 1 when the first gift item is not won.

[0107] Next, the second gift item acquisition unit 77 judges whether the second gift item has been provided from the game server 2 (Step 204). If the second gift item has been provided, a process for producing the acquisition of the second gift item is performed (Step 205). FIG. 18 is an example of a production screen for the acquisition of the second gift item displayed on the player terminal 1. After the production for the acquisition of the second gift item, the card item management unit 71 updates the owned card item data D2 using the item identification information of the second gift item acquired by the second gift item acquisition unit 77 (Step 206). In this example, the second gift item acquisition unit 77 acquires a change ticket that can change the appearance of the buddy as the second gift item, so the card item management unit 71 updates the owned card item data D2 corresponding to the item identification information of the received change ticket.

[0108] On the other hand, if the second gift item is not provided by the game server 2, the second gift item acquisition unit 77 ends the process.

[0109] In this embodiment, there is a possibility of acquiring an item every time a card or package is acquired, and furthermore, when a predetermined number of cards or packages are acquired, the player can acquire the item. With this configuration, the player can simultaneously experience the chance of acquiring an item and the certainty of acquiring an item, so that the player's interest in acquiring cards or packages is maintained without losing interest.

[0110] Furthermore, by setting the lottery probability of the first gift item providing unit 105 to the probability that the first gift item can be provided at least once while the number of times that cards or packages are provided is equal to or less than the target number of times, the player can obtain at least one item in the lottery each time a card or package is provided, and can obtain an item when the number of times that cards or packages are provided reaches a predetermined number, thereby realizing item provision that gives the player a sense of value.

[0111] <Modifications of the embodiment of the present invention> In the above embodiment, the player has a possibility of acquiring an item every time he acquires a card or package, and furthermore, when the player acquires a predetermined number of cards or packages, the player can acquire an item. In other words, when the player acquires a predetermined number of cards or packages, the player can obtain at least one item.

[0112] Therefore, if one is considering achieving the goal of the player acquiring at least one item when a predetermined number of cards or packages have been acquired, the operation of the second gift item providing unit 106 can be made unnecessary by limiting the lottery probability of the above-mentioned first gift item providing unit 105 to the probability that the first gift item can be provided at least once while the number of card package provision times is equal to or less than the target number of provision times.

[0113] In addition, the lottery probability of the first gift item providing unit 105 may not be limited in such a way, and when the number of times that a card or package has been provided reaches a target number, the second gift item providing unit 106 may determine whether an item has been provided to a player by the first gift item providing unit 105 at least once, and may be configured not to provide the item if the item has been provided at least once.

[0114] The modified embodiment of the present invention is effective in preventing excessive provision of items to a player.

[0115] In the above embodiment, a card game using virtual game cards is exemplified, but the genre of the applicable game is not limited. For example, it may be a sports match game in which the character associated with the first game element is a player, or a training game for the character associated with the first game element.

[0116] In addition, some or all of the above-described embodiments may be described as follows, but are not limited to the following supplementary notes.

[0117] [Appendix 1] A terminal for executing a competitive game using game elements by a player on a computer, A memory in which executable instructions are stored and a processor, The processor, in response to the execution instructions, A game element acquisition process for acquiring game elements; a first gift item acquisition process for acquiring a first gift item for each acquisition of the game element; a second gift item acquisition process for acquiring a second gift item when the number of times the game element has been acquired reaches a predetermined value; The device on which you run.

[0118] [Appendix 2] A game management device for managing a game played by a player using game elements, comprising: A memory in which executable instructions are stored and a processor, The processor, in response to the execution instructions, A game element providing process for providing game elements; a first gift item providing process capable of providing a first gift item for each provision of the game element; a second gift item providing process for providing a second gift item when the number of times the game element has been provided reaches a predetermined value; A game management device that executes the above.

[0119] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and embodied in various ways within the scope of the technical concept thereof. [Explanation of symbols]

[0120] 1 Player terminal 2 Game Server 11 Display 12 Touch panel 13 Speaker 51 Operation input section 52 Processing section 53 Image display unit 54 Sound output section 55 Communications Department 56 Memory section 61 Game Calculation Unit 62 Image Generation Unit 63 Sound generation section 64 Communication control section 70 Player Information Management Unit 71 Card Management Department 72 Deck Settings 73 Buddy Setting Section 74 Competition Executive Department 75 Card Acquisition Department 76 1st Gift Item Acquisition Section 77 2nd Gift Item Acquisition Section 78 Game Management Department 91 Processing section 92 Communications Department 93 Memory section 101 Player Management Unit 102 AI processing section 103 Match Execution Department 104 Card Provision Department 105 1st Gift Item Delivery Department 106 2nd Donation Item Delivery Department 107 Game Management Department

Claims

1. A game element acquisition means for acquiring game elements; A deck setting means for setting a deck composed of game elements; a first gift item acquisition means for acquiring a first gift item free of charge by a lottery without requiring exchange for a price each time the game element is acquired; a second gift item acquisition means for acquiring a second gift item free of charge when the number of times the game elements have been acquired reaches a predetermined number of times; a character setting means for setting a character that is associated with a player and that can play against other players using the player's deck; The computer functions as the first gift item acquisition means acquires the first gift item at least once while the number of times the game element has been acquired is equal to or less than the predetermined number of times; The first gift item and the second gift item are items that change the appearance of the character. program.

2. The second gift item acquisition means performs an effect of acquiring the second gift item after performing an effect of whether or not the first gift item has been acquired. The program according to claim 1.

3. the game element acquisition means acquires a single game element or a collection of multiple game elements in a single acquisition. The program according to claim 1 or 2.

4. The character has character information that changes as the player progresses through the game. The program according to any one of claims 1 to 3.

5. A game element acquisition means for acquiring game elements; A deck setting means for setting a deck composed of game elements; a first gift item acquisition means for acquiring a first gift item free of charge by a lottery without needing to exchange the first gift item for each acquisition of the game element; a second gift item acquisition means for acquiring a second gift item free of charge when the number of times the game elements have been acquired reaches a predetermined number of times; a character setting means for setting a character that is associated with a player and that can play against other players using the deck of the player; Equipped with the first gift item acquisition means acquires the first gift item at least once while the number of times the game element has been acquired is equal to or less than the predetermined number of times; The first gift item and the second gift item are items that change the appearance of the character. Terminal.

6. A game element providing means for providing game elements; A deck registration means for registering a deck composed of game elements; a first gift item providing means for providing a first gift item free of charge by a lottery without requiring an exchange for a price for each provision of the game element; a second gift item providing means for providing a second gift item free of charge when the number of times the game elements have been provided reaches a predetermined number of times; a character registration means for registering a character associated with a player and capable of playing against other players using the deck of the player; The computer functions as the first gift item providing means provides the first gift item at least once while the number of times the game element has been provided is equal to or less than the predetermined number of times; The first gift item and the second gift item are items that change the appearance of the character. program.

7. A game element providing means for providing game elements; A deck registration means for registering a deck composed of game elements; a first gift item providing means for providing a first gift item free of charge by a lottery without requiring an exchange for a price for each game element provided; a second gift item providing means for providing a second gift item free of charge when the number of times the game elements have been provided reaches a predetermined number of times; a character registration means for registering a character that is associated with a player and that can play against other players using the deck of the player; Equipped with the first gift item providing means provides the first gift item at least once while the number of times the game element has been provided is equal to or less than the predetermined number of times; The first gift item and the second gift item are items that change the appearance of the character. Game management device.

Citation Information

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