Game program and game server

The game program and server system enables personalized player input and a retry mechanism to address the lack of individuality in main character speech and correct story deviations, enhancing immersion and narrative alignment.

JP7606645B1Active Publication Date: 2024-12-25NHN PLAYART
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Patent Information

Application Number
JP2024152081
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-04
Publication Date
2024-12-25
Estimated Expiration
2044-09-04

AI Technical Summary

Technical Problem

Existing games lack individuality in main character speech options, leading to discomfort and reduced immersion due to AI-generated responses that may deviate from the intended story progression.

Method used

A game program and server system that allows players to input text or voice for the main character, with AI-generated responses, and includes a retry mechanism to correct story branching if it deviates from the player's intended path.

Benefits of technology

Enhances player immersion by allowing personalized interactions and provides a mechanism to correct story deviations, ensuring the narrative aligns with the player's intentions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program and a game server for a story game that allows an operation to correct the trajectory of a story branch. [Solution] The game program is a game program executed by a user terminal that provides information received from a game server to a player of the game, and repeatedly executes the following steps: causing the user terminal to transmit to the game server progress data based on input data entered (S102), including causing the user terminal to transmit to the game server progress data including retry operation information; causing the user terminal to obtain from the game server presentation data corresponding to output data generated using AI for the progress data (S103), including causing the game server to obtain presentation data generated at a past point in the game story corresponding to the progress data including the retry operation information; and causing the user terminal to present information based on the presentation data obtained from the game server (S104).
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Description

[Technical field]

[0001] One embodiment of the present disclosure relates to a game program and a game server. [Background technology]

[0002] 2. Description of the Related Art Conventionally, games have been known in which a player controls a main character and repeatedly engages in conversations with other characters within the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-081279 A Summary of the Invention [Problem to be solved by the invention]

[0004] Patent Document 1 describes a game program that changes parameters such as the abilities of a character in a game based on a conversation between a main character operated by a player and another character.

[0005] In the above-mentioned games, the speech options of the main character that the player can select are often prepared as inoffensive and uncharacteristic as possible so that the player does not feel uncomfortable when playing the game. This is because if the attributes (personality, ability, way of thinking, etc.) of the main character are set too unique, the deviation from the attributes of the real player becomes large, and the player thinks that he would not utter any of the options, which reduces the realism and immersion of the game. To address this problem, it is possible to eliminate the restriction of selecting an utterance from the options by having the player freely input text or voice to make the main character speak, and having an artificial intelligence (AI) generate the answer of the other character corresponding to the utterance. However, the answer generated by the AI ​​is not necessarily appropriate for the story of the game, and if it is incorrect, a new problem may arise in which the story progresses in a way that the player did not originally intend.

[0006] In light of the above circumstances, in story games that use AI for conversation, it is desirable to be able to correct the course of story branching if the story progress branches in a direction that is not in line with the player's intentions due to the principles of the AI.

[0007] An object of one embodiment of the present disclosure is to provide a story game that allows an operation to correct the course of a story branch. [Means for solving the problem]

[0008] A game program of one embodiment of the present disclosure is a game program executed by a user terminal that provides a player of the game with information received from a communicatively connected game server, and causes the user terminal to repeatedly execute the following: transmitting progress data to the game server based on input data inputted; acquiring presentation data from the game server corresponding to output data generated using AI for the progress data; and presenting information based on the presentation data acquired from the game server, where transmitting the progress data to the game server includes transmitting progress data including retry operation information to the game server, and acquiring the presentation data from the game server includes acquiring presentation data from the game server that was generated at a past point in the story of the game corresponding to the progress data including the retry operation information. Effect of the Invention

[0009] According to an embodiment of the present disclosure, it is possible to provide a game program and a game server for a story game that allows an operation to correct the trajectory of a story branch. [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram showing a configuration of a communication system according to an embodiment of the present disclosure. [Diagram 2] 1 is a block diagram showing a configuration of a communication device according to an embodiment of the present disclosure. [Diagram 3] FIG. 2 is a block diagram showing a configuration of a server according to an embodiment of the present disclosure. [Figure 4] FIG. 13 is a block diagram showing a configuration of another server according to an embodiment of the present disclosure. [Diagram 5] FIG. 2 is a block diagram showing a game processing function of a communication device according to an embodiment of the present disclosure. [Figure 6] FIG. 1 is a diagram illustrating an example of the progression of a story in a story game. [Figure 7] 2 is a diagram showing an example of a data structure used in the communication system shown in FIG. 1. [Figure 8] 1. FIG. 4 is a diagram showing another example of a data structure used in the communication system shown in FIG. [Figure 9] 2 is a diagram showing an example of a screen displayed on a display unit of a user terminal of the communication system shown in FIG. 1. [Figure 10] 2 is a diagram showing an example of a data structure used in the communication system shown in FIG. 1. [Figure 11] 2 is a diagram illustrating an example of a process executed in the user terminal illustrated in FIG. 1; [Figure 12] FIG. 2 is a block diagram showing a game processing function of the server shown in FIG. [Figure 13] 2 is a diagram illustrating an example of a process executed in the server illustrated in FIG. 1; [Figure 14] FIG. 2 is a block diagram showing an AI processing function of the server shown in FIG. [Figure 15] 2 is a diagram illustrating an example of a process executed in the server illustrated in FIG. 1; [Figure 16] 1. FIG. 4 is a diagram illustrating another example of the process executed in the server illustrated in FIG. [Figure 17] 1. FIG. 4 is a diagram illustrating another example of the process executed in the server illustrated in FIG. [Figure 18] 1. FIG. 4 is a diagram showing another example of a screen displayed on the display unit of the user terminal of the communication system shown in FIG. [Figure 19] 1. FIG. 4 is a diagram showing another example of a data structure used in the communication system shown in FIG. [Figure 20] FIG. 13 is a diagram illustrating another example of the progression of a story in a story game. [Figure 21] FIG. 13 is a block diagram showing game processing functions of a communication device according to another embodiment of the present disclosure. [Figure 22] FIG. 13 is a diagram showing an example of a screen displayed on a display unit of a user terminal of the communication system shown in the modified example. [Figure 23] FIG. 11 is a diagram showing an example of a data structure used in a communication system according to another embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] A game program (specifically, a program for controlling images in a story game) according to one embodiment of the present disclosure will be described below with reference to the drawings. However, the present disclosure can be implemented in many different forms. In other words, the present disclosure is not to be interpreted as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, the same parts or parts having similar functions are designated by the same reference numerals or reference numerals with an alphabetical letter following the same reference numerals, and repeated description thereof will be omitted.

[0012] [Definition] In this specification and claims, each term is defined as follows:

[0013] The term "story" refers to a narrative that progresses along a specific scenario. In this specification, a story may include multiple routes that branch off along the way.

[0014] A "scene" is the smallest unit for managing the progress of a story, and has a common theme, location, characters, etc.

[0015] A "story game" is a game in which the game player (hereinafter simply referred to as "player") operates a user terminal to control the main character in the game and interact with other characters, thereby progressing the story.

[0016] "Presenting" refers to providing recognizable information to a player from a user terminal, and includes, for example, displaying images, text, etc. on the display of the user terminal, and emitting sound from the speaker of the user terminal.

[0017] A "game image" is an image that is displayed on the display of a user terminal to show the progress of the game. In the case of a story game, the display shows images of characters (described later), images showing lines spoken by characters in the game, and interface images showing the game status, menus, etc.

[0018] "Characters" include the main character operated by the player in a story game, and other characters not directly operated by the player, such as friendly characters and enemy characters, with whom the main character interacts within the game. Presenting a character includes displaying an image of the character, an image showing a line spoken by the character within the game, or outputting a sound corresponding to a line spoken by the character.

[0019] A "conversation" is an exchange of messages between the main character and other characters in the game, or is a message such as a question or an inquiry, and a response to the conversation.

[0020] A "touch operation" refers to an operation performed by a player by touching a touch panel or the like with a finger or a stylus pen (hereinafter referred to as an "indicator"). A "tap operation" refers to a touch operation in which the time from the start of contact of the indicator to the release is short. A "long press operation" refers to a touch operation in which the time from the start of contact of the indicator to the release is longer than that of a tap operation. A "slide operation" refers to an operation of moving the contact point while maintaining the contact state of the indicator (an operation involving a change in the coordinates of the contact point). Among slide operations, an operation in which the contact time of the indicator is long may be called a swipe operation. Also, among slide operations, an operation in which the contact time of the indicator is short may be called a flick operation. A "click operation" refers to an operation in which a player selects an object displayed on a display or the like with a mouse, a trackball, or the like. A tap operation may be performed on a part of the user terminal that is not provided with a touch panel, a display, or the like. A "shake operation" refers to an operation of shaking the user terminal.

[0021] A "program" refers to an instruction or group of instructions executed by a processor in a computer having a processor and memory. A "computer" is a general term referring to an entity that executes a program. For example, when a program is executed by a server (or a client), the "computer" refers to the server (or the client). When a "program" is executed by distributed processing between a server and a client, the "computer" includes both the server and the client. In this case, the "program" includes a "program executed by the server" and a "program executed by the client". A "game program" refers to a program executed on a computer in relation to a game. Similarly, when a "program" is processed in a distributed manner among multiple servers, the "computer" includes the multiple servers, and the "program" includes each program executed on each server.

[0022] First Embodiment [Communication system configuration] 1 is a block diagram showing a configuration of a communication system 1000 according to an embodiment of the present disclosure. The communication system 1000 includes a user terminal 100, a game server 400, and an AI server 500. The user terminal 100, the game server 400, and the AI ​​server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system including the user terminal 100 as a client, the game server 400 as a server, and the AI ​​server 500 as another server.

[0023] The user terminal 100 is, for example, a mobile terminal such as a tablet or a smartphone. The user terminal 100 can communicate with a game server 400 or other communication devices by connecting to a network NW. A game program can be installed in the user terminal 100. By executing the game program installed in the user terminal 100, a game that progresses in response to the player's operation is provided.

[0024] The game program is downloaded from the game server 400 to the user terminal 100 via the network NW. However, the game program may be pre-installed in the user terminal 100. Furthermore, the game program may be provided in a state recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. In this case, the user terminal 100 may be any information processing device equipped with a device for reading the recording medium.

[0025] The game program can be executed by the user terminal 100, by the game server 400, or by the user terminal 100 and the game server 400 sharing roles (so-called distributed processing).

[0026] The game server 400 is an information processing device that provides game programs and various services to the user terminal 100. The various services include, for example, services such as login processing and synchronization processing when an online game is executed on the user terminal 100. In addition, the various services may include, for example, services such as SNS (social networking service) and billing processing. The game program is recorded in a storage device included in the game server 400, a recording medium readable by the game server 400, or a database to which the game server 400 can connect via the network NW. In FIG. 1, the game server 400 is illustrated as a single information processing device, but may be composed of multiple information processing devices.

[0027] [User terminal configuration] 2 is a block diagram showing a configuration of a user terminal 100 according to an embodiment of the present disclosure. The user terminal 100 of this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, a sound input / output unit 109, and a notification unit 110. However, the user terminal 100 is not limited to including all of these elements, and may include other elements.

[0028] The control unit 101 includes a processor (arithmetic processing device) such as a CPU (Central Processing Unit) and a storage device such as a RAM. The control unit 101 executes a game program stored in the storage unit 102 using the processor, and realizes various functions in the user terminal 100. Signals output from each element of the user terminal 100 are used by the various functions realized in the user terminal 100.

[0029] The storage unit 102 is a recording device (recording medium) capable of permanently retaining information and rewriting information, such as a non-volatile memory or a hard disk drive. The storage unit 102 stores game programs and information such as parameters required for executing the game programs. For example, the above-mentioned game programs are stored in the storage unit 102.

[0030] The display unit 103 has a display area for displaying various display images (for example, game images, etc.) according to the control of the control unit 101. The display unit 103 is, for example, a display device such as a liquid crystal display or an organic EL display.

[0031] The operation unit 104 is an operation device that outputs a signal (e.g., a signal indicating a command or information) in response to an operation by the player to the control unit 101. The operation unit 104 is a touch sensor arranged on the surface of the display unit 103. The operation unit 104 constitutes a touch panel when combined with the display unit 103. Commands or information in response to an operation by the player are input to the user terminal 100 by the player touching the operation unit 104 with a pointing object such as a finger or a stylus pen. However, the operation unit 104 may include a switch arranged on the housing of the user terminal 100.

[0032] The sensor unit 105 is a device having a function of collecting information related to the movement of the user terminal 100 and the environment surrounding the user terminal 100, and converting the information into a signal. The sensor unit 105 in this embodiment is, for example, an acceleration sensor. The control unit 101 obtains information related to the movement of the user terminal 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example, and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

[0033] The imaging unit 106 is an imaging device (camera) that converts an image of an object to a signal. The user terminal 100 generates an image file (including a still image file and a video file) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads an identification code such as a one-dimensional code or a two-dimensional code.

[0034] The position detection unit 107 detects the position of the user terminal 100 based on the position information. The position detection unit 107 in this embodiment detects the position of the user terminal 100 using a Global Navigation Satellite System (GNSS).

[0035] The communication unit 108 is a wireless communication module that connects to the network NW under the control of the control unit 101 and transmits and receives information to and from other communication devices, such as the game server 400, connected to the network NW. The communication unit 108 may include a communication module that performs infrared communication, short-distance wireless communication, and the like.

[0036] The sound input / output unit 109 inputs and outputs sound. For example, sound is input by a microphone of the sound input / output unit 109. Sound is output by a speaker of the sound input / output unit 109. The sound input / output unit 109 can be used for calls with other communication devices, as well as for collecting external sounds or outputting voices or sound effects associated with the progress of a game.

[0037] The notification unit 110 notifies the player of the status of the user terminal 100 by a visual, auditory, or tactile method. Specifically, the notification unit 110 notifies the player of the status of the user terminal 100 by using light, sound, or vibration. For example, the notification unit 110 can notify the player of the presence or absence of communication with an external device by blinking a lamp or vibrating the entire housing. The vibration of the entire housing is performed by a vibrator of the notification unit 110. The notification unit 110 can also notify the player of the occurrence of an event accompanying the progress of the game. For example, the notification unit 110 can notify the player of the satisfaction of a predetermined condition regarding the occurrence or cancellation of an event by using light, sound, or vibration.

[0038] [Game server configuration] 3 is a block diagram showing the configuration of the game server 400 according to an embodiment of the present disclosure. The game server 400 of this embodiment includes a control unit 401, a storage unit 402, and a communication unit 403.

[0039] The control unit 401 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as a RAM. The control unit 401 executes a game program stored in the storage unit 402 by the CPU, and realizes various functions in the game server 400. Signals output from each element of the game server 400 are used by the various functions realized in the game server 400.

[0040] The storage unit 402 is a recording device (recording medium) capable of permanently retaining information and rewriting information, such as a non-volatile memory or a hard disk drive. The storage unit 402 stores game programs and information such as parameters required for executing the game programs. For example, the above-mentioned game programs are stored in the storage unit 402. The storage unit 402 also stores various information received from other devices (for example, the user terminal 100) via the network NW.

[0041] The communication unit 403 is a wireless communication module that connects to the network NW under the control of the control unit 401 to transmit and receive information to and from other devices such as the user terminal 100 connected to the network NW and an AI server 500 (see FIG. 4) described below. Examples of the game server 400 include a game server, an SNS server, and a mail server.

[0042] [AI server configuration] 4 is a block diagram showing the configuration of an AI server 500 according to an embodiment of the present disclosure. The AI ​​server 500 of this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.

[0043] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a GPU (Graphics Processing Unit), and a storage device such as a RAM. The control unit 501 executes a game program stored in the storage unit 502 using the CPU, GPU, etc., to realize various functions in the AI ​​server 500. Signals output from each element of the AI ​​server 500 are used by the various functions realized in the AI ​​server 500. The control unit 501 may be realized by a dedicated circuit specialized for AI processing for the AI ​​processing described below, or may include such a dedicated circuit as a part of the control unit 501.

[0044] The storage unit 502 is a recording device (recording medium) capable of permanently retaining information and rewriting information, such as a non-volatile memory or a hard disk drive. The storage unit 502 stores information such as parameters of a trained model and input / output data. The storage unit 502 also stores various information received from other devices (e.g., the user terminal 100) via the network NW.

[0045] The communication unit 503 is a wireless communication module that connects to the network NW under the control of the control unit 501 and transmits and receives information to and from other devices such as the user terminal 100 and the game server 400 (see FIG. 3) connected to the network NW. Examples of other servers include an SNS server and a mail server.

[0046] The hardware configuration of the game server 400 shown in FIG. 3 and the hardware configuration of the AI ​​server 500 shown in FIG. 4 may be the same as or different from each other.

[0047] [Game processing function of user device] The following describes a game processing function executed by the user terminal 100. The game processing function is realized by the control unit 101 of the user terminal 100 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.

[0048] Fig. 5 is a block diagram showing a game processing function 10 of a user terminal 100 in one embodiment of the present disclosure. The game processing function 10 includes a game processing execution unit 11, a terminal input data acquisition unit 12, a display data receiving unit 13, a game data storage unit 14, a progress data transmission unit 15, and a display control unit 16. However, the game processing function 10 shown in Fig. 5 is merely an example, and some functions may be omitted or other functions may be added.

[0049] The game processing execution unit 11 executes processing for controlling the progress of the game (game progress processing) based on the input data acquired by the terminal input data acquisition unit 12. The game progress processing includes, for example, processing for updating information indicating the progress of the story for each player and controlling game images according to the progress of the story. A detailed example of the game progress processing will be described later.

[0050] The terminal input data acquisition unit 12 acquires input data input by the player to the operation unit 104 (see FIG. 2). The input data includes predetermined information input to the user terminal 100. The input data includes, for example, information on a touch operation on the operation unit 104, information on text input by a touch operation on the operation unit 104, information on audio input to the sound input / output unit 109, information on a shaking operation of the user terminal 100, and the like, but is not limited to this. The input data may include retry operation information, which will be described later.

[0051] The display data receiving unit 13 receives display data from the game server 400 via the communication unit 108. The display data is data generated by the game server 400, and changes the content displayed on the display unit 103 according to the progress of the story. The display data is an example of presentation data in the claims.

[0052] The game data storage unit 14 stores input data acquired by the terminal input data acquisition unit 12, display data received by the display data receiving unit 13, progress data transmitted by the progress data transmitting unit 15, data related to control signals from the display control unit 16, and the like. The game data storage unit 14 is realized by the storage unit 102 (see FIG. 2). The game data storage unit 14 may be realized by a storage device other than the storage unit 102, such as a dynamic random access memory (DRAM) or a static random access memory (SRAM) that temporarily stores data. The game data storage unit 14 may store various control data generated by the game processing execution unit 11, and the like.

[0053] The progression data transmission unit 15 transmits the progression data generated by the game processing execution unit 11 to the game server 400 via the communication unit 108. The progression data is data related to the progression of the story, which is generated by the game processing execution unit 11 based on input data. The progression data transmission unit 15 may transmit the progression data to the game server 400 at any timing, such as when the user terminal 100 is initialized, when it is started up, when an error occurs, when a scene is switched, or when an event occurs.

[0054] [Story game progression] FIG. 6 shows an example of the progression of a story game from the beginning to the end (a multi-ending story with N kinds of endings). The scenes of the story game are arranged in a tree structure with scenes SC1 to SC10 as nodes, and connected nodes can be traced back and forth. Each scene is associated with at least one prepared answer data.

[0055] [Example of progress data] FIG. 7 shows an example of the data structure of the progress data. The progress data includes information for identifying each player, information indicating the progress of the story, and additional information related to the progress of the story. The information for identifying each player is, for example, an identification code (user ID (identifier)) of the user terminal 100. The information indicating the progress of the story is, for example, an ID (scene ID) of each scene shown in FIG. 6. The additional information related to the progress of the story may include information indicating the type of the event that has occurred and content related to the event. The additional information is information generated based on the voice input by the player to the sound input / output unit 109 (see FIG. 2). For example, if the player asks another character a question and the content of the utterance is "I'm ready to fight," the event type is "utterance" and the content is the content of the utterance itself.

[0056] Returning to Figure 5, when voice is input to the sound input / output unit 109 (see Figure 2), the game processing execution unit 11 may include the voice information itself acquired by the terminal input data acquisition unit 12 as content in the progression data, or may include text information converted by voice recognition as content in the progression data.

[0057] The additional information included in the progress data does not have to be text information input by voice to the sound input / output unit 109 (see FIG. 2) and converted. For example, the additional information included in the progress data may include text information input by the player performing a touch operation on a keyboard displayed on a touch panel (see the display unit 103 and the operation unit 104 in FIG. 1). Furthermore, the additional information included in the progress data may include the ID of an option input by the player performing a touch operation to select one option from multiple options displayed on the touch panel.

[0058] The display control unit 16 executes control to display information included in the display data received by the display data receiving unit 13 on the display unit 103. The display control unit 16 controls, for example, a signal that controls the output timing of a display image and each driver circuit of the display unit 103 based on the display data.

[0059] FIG. 8 shows an example of the data structure of the display data. The display data includes answer data and a resource ID to be displayed on the display unit 103. The answer data is text data to be displayed on the display unit 103. The resource ID is an ID for identifying an image pre-stored in the storage unit 102 of the user terminal 100. If the display data does not include the information to be presented on the display unit 103 or the like, the display control unit 16 acquires information to be displayed based on the display data, and presents the acquired information on the display unit 103 or the like. For example, if the display data includes an address of a storage unit in which an image to be displayed on the display unit 103 is stored, the display control unit 16 accesses the address to acquire image data to be displayed, and displays an image related to the acquired image data on the display unit 103.

[0060] [Screen example] Fig. 9 shows an example of a game screen GI displayed on the display unit 103 by the display control unit 16 based on the display data. The game screen GI is an image displayed on the display unit 103 by the control unit 101 (specifically, the processor provided in the control unit 101) of the user terminal 100 shown in Fig. 2 executing a game program read from the storage unit 102. However, a configuration may also be adopted in which the control unit 401 (specifically, the processor provided in the control unit 401) of the game server 400 shown in Fig. 3 executes the game program stored in the storage unit 402 to display the game screen GI on the display unit 103 of the user terminal 100.

[0061] The game image GI includes an image of the character CR, an image of the background BG, text TX1 including the contents of the utterance, and text TX2 including the contents of the answer. The game image GI may include other images or text.

[0062] Different images (image of character CR, image of background BG) may be associated with each scene ID. For example, in the scene SC1, the game screen GI shown in Fig. 9 may be displayed, and in the scene SC2 where the story has progressed one step, a game image with a different character CR, background BG, etc. from the game screen GI shown in Fig. 9 may be displayed.

[0063] The story of the game progresses with transitions between scenes SC1-10. Transitions between scenes are based on input by the player, more specifically, on input data input to the user terminal 100. There are cases where there is a non-branching route NB with only one transition destination, such as between scenes SC1 and SC2, and between scenes SC2 and SC3, and cases where there is a branch (B1) with two transition destinations, such as between SC3 and SC4-1 and SC4-2. Furthermore, there are also cases where there are more than two branches (B2), such as between scene SC6 and scenes SC7-1-SC7-3. The story progresses from the beginning to the ending, but there may be multiple endings, and in this embodiment there are N endings (endings 1-N).

[0064] [Example of story data] FIG. 10 is an example of a portion of the story data corresponding to the story shown in FIG. 6. The story data is realized by including a data structure in which the current scene, the immediately preceding scene, and the next scene are linked by a bidirectional list. Also, for each scene, the story data is stored in association with prepared answer data. In the example shown in FIG. 10, for the current scene (scene ID: SC3), the previous scene (scene ID: SC2) and the next scene (scene IDs: SC4-1 and SC4-2) are stored. The scene ID may be stored in the game data storage unit 44 in the form of a reference, pointer, or the like, for example.

[0065] [Game processing function of user device] Referring to FIG. 11, the process flow in which the game processing execution unit 11 displays a game screen on the display unit 103 based on input data input by a player to the user terminal 100 and an example of the game screen displayed on the display unit 103 will be described.

[0066] First, the game processing execution unit 11 generates progress data based on the input data acquired by the terminal input data acquisition unit 12 (S101).

[0067] The progression data transmission unit 15 transmits the progression data to the game server 400 (S102). The progression data is data generated by the game processing execution unit 11 in step S101 and stored in the game data storage unit 14, for example.

[0068] As will be described later, the progress data transmitted to the game server 400 is processed in the game server 400, and as a result of the processing, display data is transmitted from the game server 400 to the user terminal 100. The display data receiving unit 13 receives from the game server 400 the display data transmitted by the game server 400 (S103).

[0069] The display control unit 16 displays information on the display unit 103 based on the display data (S104). After executing step S104, the control unit 101 (see FIG. 2) of the user terminal 100 returns the process to step S101 and repeats execution of steps S101 and after. As will be described in detail later, the game processing execution unit 41 of the game server 400 progresses the game based on the progress data transmitted from the user terminal 100 in step S102.

[0070] [Game server game processing function] A description will be given of the game processing functions on the game server 400 side corresponding to the game processing functions on the user terminal 100 side shown in Fig. 5. The game processing functions in the game server 400 are realized by the control unit 401 of the game server 400 executing a game program. A part or all of the configuration for realizing the game processing functions described below may be realized by hardware.

[0071] Fig. 12 is a block diagram showing game processing function 40 of game server 400 in one embodiment of the present disclosure. Game processing function 40 includes a game processing execution unit 41, a progress data receiving unit 42, an AI output data receiving unit 43, a game data storage unit 44, a display data transmitting unit 45, and an AI input data transmitting unit 46. However, game processing function 40 shown in Fig. 12 is merely an example, and some functions may be omitted or other functions may be added.

[0072] The game processing execution unit 41 manages the progress of the story while communicating with the user terminal 100 or the AI ​​server 500.

[0073] The progress data receiving unit 42 receives progress data from the user terminal 100 via the communication unit 403 (see FIG. 3).

[0074] The AI ​​output data receiving unit 43 receives AI output data from the AI ​​server 500 via the communication unit 403 (see FIG. 3). The AI ​​input data sending unit 46 sends input data to be input to the AI ​​server 500 via the communication unit 403.

[0075] The game data storage unit 44 stores the progress data received by the progress data receiving unit 42, or the display data, conversation history data, etc. generated by the game processing executing unit 41. The game data storage unit 44 is realized by the storage unit 402 (see FIG. 3). The game data storage unit 44 may be realized by a storage device other than the storage unit 402, such as a DRAM, SRAM, etc. that temporarily stores data.

[0076] The display data transmission unit 45 transmits the display data generated by the game processing execution unit 41 to the corresponding user terminal 100 via the communication unit 403. The display data transmission unit 45 can transmit the display data at the timing when an event occurs, when transitioning to the next scene, etc.

[0077] The game processing executing unit 41 executes a response sending process when the progress data does not include retry operation information, and executes a retry process, which will be described later, when the progress data includes retry operation information.

[0078] FIG. 13 shows the flow of the answer transmission process executed in the game server 400.

[0079] First, the AI ​​input data sending unit 46 sends utterance data to the AI ​​server 500 (S201). The utterance data is data included in the progression data received by the progression data receiving unit 42. The utterance data is, for example, content data included in the progression data whose event type is "utterance."

[0080] As described below, the AI ​​server 500 generates response data to the utterance data, so the AI ​​output data receiving unit 43 of the game server 400 receives normal response data from the AI ​​server 500 (S202). The normal response data is response data that includes an AI output in response to an utterance input to the user terminal 100 by the player.

[0081] Next, the AI ​​input data transmitting unit 46 transmits the normal answer data and the prepared answer data to the AI ​​server 500 (S203). The normal answer data is received by the AI ​​output data receiving unit 43 from the AI ​​server 500 in step S202. The prepared answer data is prepared data that is stored in advance in the game data storage unit 44 in preparation for an answer.

[0082] As described below, the AI ​​server 500 calculates the match rate between the normal response data and the prepared response data, and transmits the calculated match rate to the game server 400. Therefore, the AI ​​output data receiving unit 43 receives the calculated match rate from the AI ​​server 500 (S204).

[0083] The game processing execution unit 41 compares the matching rate received from the AI ​​server 500 with a predetermined threshold (S205). When the game processing execution unit 41 does not determine that the matching rate between the normal answer data and the prepared answer data is equal to or greater than the threshold (S205; No), it generates display data including the normal answer data (S206).

[0084] When the game processing executing unit 41 determines that the matching rate between the normal answer data and the prepared answer data is equal to or greater than a threshold value (S205; Yes), it transitions from the current scene to a scene associated with the prepared answer data (S207).

[0085] The game processing executing unit 41 generates display data including the prepared answer data whose matching rate is equal to or greater than the threshold (S208).

[0086] The display data transmission unit 45 transmits the display data generated by the game processing execution unit 41 to the user terminal 100 (S209).

[0087] As described above, the answer output using the AI ​​is transmitted to the user terminal 100 as display data when the matching rate between the normal answer data and the prepared answer data is less than a predetermined threshold (S205; No, S206, S209). For this reason, in terms of the structure of the story game, it is possible to return some kind of answer (normal answer data) using the AI ​​in response to an utterance input based on the player's own thoughts. Therefore, it is not necessary to set an inoffensive personality for the main character or to provide inoffensive options for the main character's utterances. The player can easily identify with the main character in the game, and is likely to feel immersed through the story game.

[0088] Moreover, if the matching rate is equal to or higher than a predetermined threshold, display data including the prepared answer data is transmitted to the user terminal 100 (S205; Yes, S208, S209). Since the scene transitions to the prepared answer data prepared in advance (S207), it is possible to more easily guide the progress of the story to the scene associated with the prepared answer data while allowing the player to input data with a certain degree of freedom. By calculating the matching rate using AI, it is possible to calculate the matching rate between the normal answer data and the prepared answer data at a level to which a language model is applied, compared to a case where a simple comparison is made between character strings, words, sentence structures, etc. The matching rate between the normal answer data and the prepared answer data at a level to which a language model is applied is a matching rate that includes what the speaker intended to say in the utterance related to the answer data in a pseudo manner, the meaning of the answer data that is not expressed as character strings, etc., and even the speaker's feelings. By calculating the matching rate using AI, it is possible to appropriately determine that the matching rate between the normal answer data and the prepared answer data at a level to which a language model is applied is high, even if the standard answer data appears to be completely different in form in a simple comparison of character strings, etc. in the past. Therefore, by using the game processing execution unit 41 that uses the output data of the AI ​​server 500, it is possible to increase the probability of smoothly entering the story route.

[0089] Although the flow of the answer transmission process when there is one prepared answer data has been described above, there may be two or more prepared answer data. For example, there may be two or more prepared answer data transmitted to the AI ​​server 500 in step S203, and the matching rate received from the AI ​​server 500 in step S204 may be the matching rate between the normal answer data and each prepared answer data. In addition, the scene to which the transition is made in step S207 may be a scene associated with the prepared answer data with a matching rate equal to or higher than a threshold (see step S205) and with the highest matching rate among the multiple prepared answer data.

[0090] In the above description, after the AI ​​output data receiving unit 43 receives normal answer data from the AI ​​server 500 (S202), the AI ​​input data transmitting unit 46 transmits the received normal answer data again to the AI ​​server 500 together with the prepared answer data (S203). However, after the AI ​​input data transmitting unit 46 transmits the speech data to the AI ​​server 500 (S201), the AI ​​output data receiving unit 43 does not have to receive the normal answer data from the AI ​​server 500 (S202). For example, in step S202, the normal answer data that the AI ​​output data receiving unit 43 should receive may be stored in the game data storage unit 53 of the AI ​​server 500, and in step S203, the AI ​​input data transmitting unit may transmit only the prepared answer data to the AI ​​server 500. Then, in step S204, the AI ​​processing execution unit 51 of the AI ​​server 500 may calculate a match rate based on the prepared answer data received from the game server 400 and the normal answer data stored in the game data storage unit 53. According to this procedure, the game server 400 can omit sending and receiving normal response data, thereby saving network bandwidth and reducing processing time.

[0091] The criteria for scene transition are not limited to those described above. The game processing execution unit 41 may detect the occurrence of a set event at a predetermined time, the continuation of the same scene for a predetermined period of time, or the like, and control transition to another scene. In addition, when a single scene is associated with a plurality of prepared answer data, and there are a plurality of prepared answer data whose matching rate is equal to or higher than a threshold, the scene to which the scene transitions may be determined based on criteria other than the matching rate.

[0092] In addition to the above-mentioned processing, in order to execute game management processing, the game processing execution unit 41 may execute processing to update game management data including a user ID, a login time, a current scene ID, conversation history data, data (prompts) to be added to data sent to an AI, and the like.

[0093] [AI processing function of AI server] The following describes the AI ​​processing functions executed by the AI ​​server 500. The AI ​​processing functions are realized by the control unit 501 of the AI ​​server 500 executing an AI program. Some or all of the configuration for realizing the AI ​​processing functions described below may be realized by hardware.

[0094] Figure 14 is a block diagram showing the AI ​​processing function 50 of an AI server 500 in one embodiment of the present disclosure. The AI ​​processing function 50 includes an AI processing execution unit 51, an AI input data receiving unit 52, a game data storage unit 53, and an AI output data transmitting unit 54. However, the AI ​​processing function 50 shown in Figure 14 is merely an example, and some functions may be omitted or other functions may be added.

[0095] The AI ​​processing execution unit 51 is a trained model that uses text as input and output, and is a processing unit that outputs answers to the input AI input data as AI output data. The AI ​​processing execution unit 51 may be a general-purpose trained model, or may be a trained model that has previously learned answers to specific questions.

[0096] More specifically, the AI ​​processing function 50 includes a normal response data generation function and a match rate calculation function, but is not limited to these.

[0097] 15 shows the process flow of the normal answer generation function. First, the AI ​​input data receiving unit 52 receives speech data from the game server 400 (S301).

[0098] Next, the AI ​​processing execution unit 51 inputs the received speech data into the trained model (S302).

[0099] When the speech data is input to the trained model, additional information such as an appropriate prompt for outputting an answer according to the scene may be input together with the speech data to the trained model of the AI ​​processing execution unit 51. The additional information may also include parameters of the characters in the story game, such as emotionality and intimacy.

[0100] The AI ​​output data sending unit 54 sends the normal answer data output from the trained model of the AI ​​processing execution unit 51 to the game server 400 (S303).

[0101] The process flow of the match rate calculation function is shown in Fig. 16. First, the AI ​​input data receiving unit 52 receives normal answer data and prepared answer data from the game server 400 (S401).

[0102] Next, the AI ​​processing execution unit 51 inputs the received normal answer data and prepared answer data to the trained model (S402). At this time, additional information such as an appropriate prompt for determining the matching rate may be input to the trained model together with the normal answer data and the prepared answer data.

[0103] The AI ​​output data sending unit 54 sends the match rate, which is the AI ​​output data output from the trained model, to the game server 400 (S403).

[0104] The match rate calculation process is a process in which the text data input as AI input data is treated as multiple answer data, and for each answer data, a match indicating the degree of match between the prepared answer data and the answer data is output as AI output data. The match may be output as a numerical value, or it may be output as text data in which the numerical value indicating the match is converted into text.

[0105] The AI ​​processing execution unit 51 may switch between the normal answer generation process and the match rate calculation process by inputting a prompt instructing AI output data as AI input data.

[0106] The AI ​​input data receiving unit 52 receives AI input data from the game server 400 via the communication unit 503 (see FIG. 4). The AI ​​input data receiving unit 52 inputs the received AI input data to the AI ​​processing execution unit 51. The AI ​​input data may include an ID that identifies the conversation.

[0107] The game data storage unit 53 stores parameters necessary for AI processing, input / output data, data obtained by performing pre-processing or post-processing on the input / output data, and the like.

[0108] The AI ​​output data sending unit 54 sends the AI ​​output data output from the AI ​​processing execution unit 51 to the game server 400 .

[0109] By inputting and outputting to the AI ​​server 500, other characters can be made into AI, generating replies to speech, and realizing conversations within the game.

[0110] The process of calculating the match rate between normal answer data and prepared answer data may be executed by a computer other than the AI ​​server 500, for example, the game processing execution unit 41 of the game server 400. The match rate is not limited to be calculated using AI, and may be calculated by matching character strings, etc.

[0111] [Retry operation] In the communication system 1000, since the output data of the AI ​​is used for scene transitions (see S207 in FIG. 13), the story does not necessarily progress according to the inputs intended by the player. For example, the AI ​​may misrecognize the speech of the main character, which may trigger a transition to a branching scene different from the route the player wants to proceed through the game. In this case, the player may feel uncomfortable because the scene has progressed to a branching route, which is a story that branched based on a conversation that progressed without matching with the player's intentions. However, since the communication system 1000 has a retry function described next, the player can transition the story from the route with the inconsistent conversation to the normal route and correct the course.

[0112] As shown in FIG. 17, the progress data receiving unit 42 receives progress data from the user terminal 100 (S501).

[0113] The game processing executing unit 41 determines whether or not the received progress data includes retry operation information (S502). If the game processing executing unit 41 determines that the progress data does not include retry operation information (S502; No), the game processing executing unit 41 ends this flow.

[0114] When the game processing executing unit 41 determines that the progress data includes retry operation information (S502; Yes), it acquires story data from the game data storage unit 44 (S503).

[0115] The game processing execution unit 41 transitions the current scene to the branching point scene (S504). For example, the game processing execution unit 41 searches back through the two-way list of scenes to detect scenes associated with two or more next scene IDs (scene SC3 at branching section B1 and scene SC6 at branching section B2 in FIG. 6). Next, the game processing execution unit 41 transitions the current scene to the branching point scene by setting the scene ID of the detected scene as the current scene ID. Even if the scene ID is reset, the AI ​​input data input to the AI ​​server 500 up to that point is not reset. In a conversation in a scene with a scene ID after the transition, the AI ​​processing execution unit 51 generates AI output data based on the AI ​​input data input to the AI ​​server 500 up to that point. For this reason, in a scene with a scene ID after the transition, a background different from the background displayed in the scene with the same scene ID last time may be displayed, and a sound different from the sound output in the scene with the same scene ID last time may be output. The character displayed on the display unit 103 in the scene with the scene ID after the transition may be different from the character displayed in the previous scene with the same scene ID. In the scene with the scene ID after the transition, the player can repeat the same conversation again via the main character, so that a conversation retry can be performed.

[0116] The game processing execution unit 41 generates display data corresponding to the branching point scene to which the transition has been made (S505). The game processing execution unit 41 generates the display data based on the AI ​​output data output based on the data input to the AI ​​processing execution unit 51 up until the scene transition. For this reason, the display data generated by the game processing execution unit 41 may be data including the same image, etc. as the image, etc. displayed on the display unit 103 before the scene transitions again to the branching point scene, or may be data in which a part of the image, etc. displayed on the display unit 103 before the scene transitions again to the branching point scene has been changed.

[0117] The display data transmission unit 45 transmits the display data to the user terminal 100 (S506). This ends the retry process.

[0118] The "retry process" is a series of processes executed by the game process execution unit 41 when a retry operation is performed. The "retry operation" is an operation performed by the player, which is an operation that triggers the start of the retry process. The "retry operation information" is information indicating that a retry operation has been performed. Specific examples of the retry operation and the retry operation information will be described later.

[0119] Specifically, the retry process refers to a process that allows the player to repeat the same conversation with another character (AI) in consideration of a conversation that was previously held between the main character and the other character. Taking into consideration a conversation that was previously held does not mean resetting the previous conversation itself, treating it as if it did not exist, or canceling it, but rather the main character attempts to have the same conversation while the other character maintains the content of the previous conversation. Therefore, even if the retry process is executed, the history of the conversation data between the main character and the other character is not deleted. For example, a new conversation that takes into consideration a conversation that was previously held may be realized by the game data storage unit 53 continuing to store data regarding the conversation between the main character and the other character.

[0120] [Retry operation button] The retry operation button ROB shown in Fig. 18 is an example of a user interface for realizing a retry operation. The difference from Fig. 9 is that a game screen GI including a retry operation button ROB is displayed on the display unit 103 of the user terminal 100. Upon detecting that the retry operation button ROB displayed on the game screen GI is pressed, the game processing execution unit 11 of the user terminal 100 generates progress data including retry operation information.

[0121] Fig. 19 is an example of progress data including retry operation information. The retry operation information is information including a value indicating that it is a retry operation. The progress data shown in Fig. 19 includes that the input type is a retry operation, a user ID, a scene ID, and an event occurrence source. The fact that the input type is a retry operation may be represented, for example, by a flag indicating a retry operation being "1" among the data indicating the input type.

[0122] As described with reference to FIG. 17, when a retry operation is performed (S502; Yes), the current scene transitions to a branching scene (S504). The display data transmitted to the user terminal 100 is the display data generated by the game processing execution unit 41 (see FIG. 12) when a previous transition to a scene with the same scene ID occurred (S505). That is, the game screen GI displayed on the display unit 103 when a retry operation is performed includes the game screen GI displayed on the display unit 103 when a previous transition to the same scene occurred. As described above, even if a transition occurs to a scene with the same scene ID, the conversation that took place before the transition is not reset, so that the display data generated by the game processing execution unit 41 and acquired by the user terminal 100 when a transition to the same scene occurs for the second or subsequent time is based on the conversation that took place before the transition.

[0123] Figure 20 is a diagram extracting scenes SC3 to SC5-1, and SC5-2 from the story shown in Figure 6. Since route R1 progresses sequentially to scenes SC4-1 and SC5-1, if the player progresses from scene SC3 to scene SC4-1 (A), (B), there is a possibility that the player will not be able to reach scenes SC4-2 and SC5-2 on route R2 (C).

[0124] If the player realizes that he or she has progressed to the unnatural route R1, he or she can execute a retry operation to transition to the nearest branch point (scene SC3) (D). The player can then input information into the user terminal 100 again to progress to scene SC4-2 on the normal route R2 (E).

[0125] In this way, according to the communication system 1000, even if the story progresses to a branching route that makes the player feel uncomfortable based on the output of the AI, a redo means is provided to correct the course, called a retry operation, thereby reducing the possibility of the player feeling uncomfortable.

[0126] The retry operation information is not limited to the above-mentioned information. For example, the retry operation information may be an action of shaking the smartphone.

[0127] <Second embodiment> The communication system 2000 outputs information by voice. The following description will focus on the differences from the communication system 1000.

[0128] As shown in FIG. 21, the game processing function 20 of the user terminal 200 of the communication system 2000 includes a presentation data receiving unit 21 and an audio output control unit 22 in addition to the game processing function 10 (see FIG. 5). The presentation data receiving unit 21 receives presentation data from the game server 400 via the communication unit 108. The presentation data is data generated by the game server 2400 (not shown), and includes, for example, data indicating the content to be displayed on the display unit 103 according to the progress of the story, and audio data for changing the audio output to the audio input / output unit 109 (see FIG. 2). The display control unit 16 executes control to display information included in the data included in the presentation data received by the presentation data receiving unit 21 on the display unit 103. The audio output control unit 22 acquires audio data from the presentation data received by the presentation data receiving unit 21, and outputs the acquired audio data from the audio input / output unit 109 of the user terminal 200. The audio output control unit 22 may perform processing such as synchronizing the change in the image with the output of the audio, and decoding compressed audio data. The "presentation" includes, but is not limited to, display of images and text, playback of video, and output of sound. For example, the "presentation" may include vibration, impact, and the like from a haptic device.

[0129] The game server 2400 stores images and sounds in association with the scene ID. When it is determined that the progress data includes retry operation information, the game processing execution unit 41 (see FIG. 12) displays an image identical to an image previously displayed in a scene with the same scene ID, and outputs from the speaker (sound input / output unit 109) an audio identical to an audio output in a scene with the same scene ID. Even if a scene transitions to a scene with the same scene ID, the conversation held before the transition is not reset. Therefore, when the scene transitions to the same scene for the second or subsequent time, the provided data generated by the game processing execution unit 41 and acquired by the user terminal 200 is based on the conversation held before the transition. For this reason, the game processing execution unit 41 that has received the retry operation information may generate presentation data including an image or audio different from the image previously displayed and the audio output in a scene with the same scene ID.

[0130] According to the communication system 2000, when a transition occurs to a scene with the same scene ID, the same images and sounds are output from the display unit 103 and the sound input / output unit 109, so that the player can easily notice that the transition has occurred to the same scene and get an opportunity to correct the course of the story branch.

[0131] <Modification> Although the conversation partner in the game described above is one person, the player may talk with two or more people at the same time. The communication system 3000 according to the modified example is one in which the player talks with two or more people in the game. The following mainly describes the differences from the communication systems 1000 and 2000.

[0132] 22, in the communication system 3000, two characters CR1 and CR2, who are conversation partners, may be simultaneously displayed in a game image GI on the display unit 103 of the user terminal 100. Also, in addition to a text area TX3 in which the lines of the main character operated by the player are displayed, TX1 and TX2 corresponding to the two characters CR1 and CR2, respectively, are displayed as the game image GI on the display unit.

[0133] FIG. 23 is an example of the data structure of each of the user terminal input data and progress data used by the communication system 3000.

[0134] In the communication system 3000, the retry operation can be performed on each of the characters CR1 and CR2 displayed on the display unit 103. Specifically, the user terminal 100 generates data including the coordinates of the detected double tap as user terminal input data. Next, the user terminal 100 compares the coordinates of the double tap with information about the areas on the screen where the images of the characters CR1 and CR2 are displayed (for example, the reference coordinates, width, and height of the character images). When the user terminal 100 determines that the coordinates of the double tap are within the area of ​​either character CR1 or CR2, it determines that the character has been selected and a retry operation for the selected character has been input. The user terminal 100 transmits progress data including information about the selected character and retry operation information to the game server 400.

[0135] The game server 400 traces back from the story data corresponding to the current scene ID to the most recent branching point, and acquires the conversation history data of the character selected by the retry operation from the conversation history associated with the branching point scene. Next, the game server 400 transmits to the user terminal 100 the display data including the conversation history of the acquired character that was displayed in the branching point scene.

[0136] Based on the display data received from the game server 400, the user terminal 100 displays on the display unit 103 conversation data going back to the branching point for the character CR1 for which a retry operation has been accepted.

[0137] According to the communication system 3000, since the character to be replayed can be selected by the retry operation, the retry operation does not cancel the interactions with all the characters. This can reduce the trouble of repeating the input for the character that the player does not want to replay.

[0138] The present disclosure has been described above with reference to the drawings, but each of the above-mentioned embodiments can be modified as appropriate without departing from the spirit of the present disclosure. For example, a person skilled in the art can add, delete, or modify components as appropriate based on each of the embodiments, and the modifications are included in the scope of the present disclosure as long as they include the gist of the present disclosure. Furthermore, each of the above-mentioned embodiments can be combined as appropriate as long as there is no mutual contradiction, and technical matters common to each of the embodiments are included in each of the embodiments even if not explicitly stated.

[0139] Even if there are other effects and advantages different from those brought about by the aspects of each of the above-mentioned embodiments, those that are clear from the description in this specification or that can be easily predicted by a person skilled in the art are naturally understood to be brought about by the present disclosure. [Explanation of symbols]

[0140] 10, 20...game processing function, 11...game processing execution unit, 12...terminal input data acquisition unit, 13...display data receiving unit, 14...game data storage unit, 15...progress data transmission unit, 16...display control unit, 21...presentation data receiving unit, 22...audio output control unit, 40...game processing function, 41...game processing execution unit, 42...progress data receiving unit, 43...AI output data receiving unit, 44...game data storage unit, 45...display data transmission unit, 46...AI input data transmission unit, 50...AI processing function, 51...AI processing execution unit, 52...AI input data receiving unit, 53...game data storage unit, 54...AI Output data transmission unit, 100, 200...user terminal, 101...control unit, 102...storage unit, 103...display unit, 104...operation unit, 105...sensor unit, 106...imaging unit, 107...position detection unit, 108...communication unit, 109...sound input / output unit, 110...alarm unit, 400, 2400...game server, 401...control unit, 402...storage unit, 403...communication unit, 500...AI server, 501...control unit, 502...storage unit, 503...communication unit, 1000, 2000, 3000...communication system, BG...background, CR...character, NW...network, GI...game screen, scene...SC1 to SC10

Claims

1. A game program executed by a user terminal that provides a player of a game with information received from a game server that is communicatively connected thereto, The user terminal, transmitting progress data based on the input data to the game server; acquiring, from the game server, presentation data corresponding to output data generated using AI for the progress data; presenting information based on the presentation data acquired from the game server; Repeatedly execute transmitting the progress data to the game server includes transmitting progress data including retry operation information to the game server, acquiring the presentation data from the game server includes acquiring, from the game server, the presentation data generated at a past point in a story of the game in response to the progress data including the retry operation information; The story includes a branching section that branches to different paths depending on the input data to the user terminal, and a non-branching section that does not branch. Game program.

2. transmitting the progress data including the retry operation information to the game server includes transmitting the progress data including the retry operation information including a selection of any one of a plurality of characters appearing in the game to the game server, presenting information based on the presentation data includes presenting the plurality of characters simultaneously; The acquiring of the presentation data from the game server includes acquiring, from the game server, the presentation data corresponding to output data generated using the AI ​​for the progression data including the selection of any one of the characters. The game program according to claim 1 .

3. The retry operation information includes information indicating that a retry operation has been performed on the user terminal on which the presentation content associated with the branching portion is presented, out of the presentation content associated with the branching portion and the presentation content associated with the non-branching portion. The game program according to claim 1 .

4. The retry operation information includes information indicating a touch or a click on the presented content displayed on a display unit of the user terminal. The game program according to claim 3.

5. The input data for the user terminal includes voice input information. The game program according to claim 1 .

6. The input data for the user terminal includes data indicating a tap on a button displayed on a display unit of the user terminal, a tap on the back surface of the user terminal, or a shake of the user terminal. The game program according to claim 1 .

7. The input data for the user terminal includes data indicating successive taps on the display unit or a long press on the display unit. The game program according to claim 4.

8. A game program executed by a game server communicably connected to a user terminal that provides information received from the game server to a player of a game, The game server, acquiring progress data based on input data input to the user terminal from the user terminal; transmitting to the user terminal presentation data corresponding to output data generated using AI for the progress data acquired from the user terminal; Repeatedly execute acquiring the progress data from the user terminal includes acquiring progress data including retry operation information from the user terminal; transmitting the presentation data to the user terminal includes transmitting to the user terminal the presentation data generated at a past point in a story of the game in response to the progress data including the retry operation information; The story includes a branching section that branches to different paths depending on the input data to the user terminal, and a non-branching section that does not branch. Game program.

9. A game server that executes the game program according to claim 8.

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