Computer system and game system

A computer system analyzes gameplay to provide coaching actions and rewards improvement, addressing the lack of sustainability in conventional shared play technologies by motivating both players through post-instruction benefits.

JP7620131B2Active Publication Date: 2025-01-22BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024009333
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-25
Publication Date
2025-01-22
Estimated Expiration
2040-03-06

AI Technical Summary

Technical Problem

Conventional shared play technologies focus on instruction provision but lack mechanisms to ensure sustainability and continuous improvement for the coached player, leading to potential discontinuation of guidance after the initial instruction.

Method used

A computer system that analyzes gameplay, provides coaching actions, and evaluates player improvement through pre- and post-instruction analysis, granting benefits to both players based on improvement, thereby motivating continuous engagement and sustainable guidance.

Benefits of technology

The system enhances gameplay experience by ensuring that coached players improve and coaches are motivated, creating a sustainable guidance mechanism through reward mechanisms tied to actual improvement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique for producing continuousness in a setup of guidance utilizing a shared play.SOLUTION: A server system 1100 analyzes game play of a standard mode, finds a problem, and presents it to a player, and then receives request operation of a guidance act to the problem. If there is request operation, the server system 1100 switches a game play mode that the requested player (the player to be guided) plays to a guidance mode so as to be capable of receiving a guidance act. Based on an analysis result of game play by a player to be guided before receiving guidance in a guidance mode and an analysis result of game play after receiving the player's guidance, the server system determines whether game play of the player is improved, and grants privilege to a guidance player and / or the player to be guided on the basis of the determination result.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a computer system for controlling the execution of a game. [Background technology]

[0002] In addition to conventional single play and multiplay, there are other known game play styles, such as proxy play and proxy-type shared play. Proxy-type shared play is a type of play in which a player who starts a game (start player: host player using a first game device) temporarily hands over the game operations during play to another player (guest player using a second game device), thereby sharing the game play.

[0003] Proxy-type shared play is popular because, for example, if a host player has the right to play a game, his friend can become a guest player and temporarily enjoy playing the game together even if he does not have the right to play the game. Proxy-type shared play is not only a way to simply enjoy playing together by taking turns taking control of the game, but also provides a form of assistance and guidance that differs from traditional multiplayer in that "the host player advances the game while the guest player temporarily plays the game on his behalf" (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2017-113426 A Summary of the Invention [Problem to be solved by the invention]

[0005] Instruction and assistance (hereafter collectively referred to as "instruction") that is achieved through shared play, not just proxy-type instruction, is effective. However, conventional techniques have focused on the instruction itself. For example, did the person receiving instruction continue to practice after receiving instruction and improve? Did the person providing instruction gain something that was commensurate with the effort they put in simply by providing it? Conventional techniques are techniques that focus on the period up until instruction is given, but are not concerned with what happens after it is given. However, if appropriate involvement is not made after instruction is given, there is a risk that problems will arise with the continuity of instruction, such as whether or not the instruction itself will continue in the future.

[0006] The problem that the present invention aims to solve is to provide a technique that brings sustainability to teaching mechanisms that utilize shared play. [Means for solving the problem]

[0007] A first invention for solving the above-mentioned problems is a computer system for controlling execution of a teaching mode in which a teaching player gives a given teaching action to a taught player as a game play mode of a given game, the computer system comprising: A storage means for storing play data of each player (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 11, the game management unit 210, the play history storage control unit 212, the server storage unit 500s, the user management data 600 in FIG. 16, the play history data 620, and step S18 in FIG. 20), analysis means for analyzing the game play of the player to be trained (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 11, the game management unit 210, the analysis unit 214, the analysis result data 745 in FIG. 18, and step S32 in FIG. 21); receiving means for receiving a request to receive the instruction action based on an operation input by the player to be trained (for example, the server system 1100 in FIG. 1, the instruction selection screen W5 in FIG. 5, the instruction request operation icon 54 in FIG. 6, the server processing unit 200s in FIG. 11, the game management unit 210, the reception unit 216, the instruction selection setting data 750 in FIG. 18, step S12 in FIG. 20, and step S40 in FIG. 21); a training mode control means (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 11, the game management unit 210, the training mode control unit 224, the training mode control data 740 in FIG. 18, and steps S50 to S60 in FIG. 21) for controlling the game play mode of the trainee player to be changed to the training mode when the reception means has received the request; improvement judgment means (for example, the server system 1100 in FIG. 1, the server processing unit 200s, the game management unit 210, the improvement judgment unit 230 in FIG. 11, the improvement judgment control data 780 in FIG. 12, steps S72 to S74 in FIG. 20) for judging whether or not the game play of the trained player has improved based on a pre-analysis result analyzed by the analysis means before the control of the training mode by the training mode control means is performed and a post-analysis result analyzed by the analysis means after the control of the training mode is performed; a privilege granting control means (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 11, the game management unit 210, the privilege granting control unit 236 in FIG. 12, the privilege granting control data 782 in FIG. 12, and steps S80 to S82 in FIG. 20) for granting a given privilege to the training player and / or the trained player based on a result of the determination by the improvement determination means; A computer system comprising:

[0008] The "computer system" referred to here may refer to a single computer or may be realized by multiple computers working together.

[0009] The "instructed player" is the original player (starting player) in that game play, and is the player who receives instruction related to the play. "Instructional behavior" refers to an action that exerts an external influence on the game play of the starting player, and is an action that assists and teaches the starting player to solve his own problems in the game play (meaning points that are lacking in order to achieve good results, points that the player is dissatisfied with). Examples of educational behavior include a) playing on behalf of the starting player, b) adding the instructor player's voice to the game audio that the trained player is listening to, and c) adding a display based on the instructor player's operation to the game screen that the trained player is watching. A "training player" is a player who performs training actions.

[0010] According to the first aspect of the present invention, the computer system can switch between a standard mode for enjoying game play as before and a teaching mode for implementing teaching actions through shared play, as a control pattern for the game. The computer system analyzes the play of the trained player in the standard mode, accepts the trained player's request to receive instruction based on the analysis result, and controls the mode to switch to the instruction mode if the request is received.Then, the computer system compares the analysis results before and after the instruction to determine whether the trained player has improved before and after the instruction, and if the player has improved, the computer system can give a privilege to the trained player and / or the training player.

[0011] For example, the reward is a reward for the trained player who improves, and for the training player, a reward for achieving improvement. This gives the trained player the motivation to practice and improve on his own after the training. If the trained player improves as a result, he will want to receive training again if another problem arises. The training player will also be motivated to try to teach again. This makes it possible to bring sustainability to the support and training system that uses shared play.

[0012] The second invention is the computer system of the first invention, in which there are a plurality of types of the instruction action with different instruction methods, and the instruction mode control means has an instruction type determination means (for example, the instruction selection screen W5 of FIG. 5, selection input from the instruction method candidate list 34, the instruction type determination unit 228 of FIG. 11, the recommended instruction type 527 of FIG. 13, the applied instruction type 753 of FIG. 18, step S40 of FIG. 21) which determines the type of the instruction action in the instruction mode based on a selection operation of the instruction player or the instructionee player.

[0013] According to the second aspect of the present invention, the computer system performs the type of instruction action selected by the instruction player or the trained player in the instruction mode. For example, if the instruction player selects it, he or she can instruct in a way that he or she is good at. Also, if the trained player selects it, he or she can adjust the degree and method of interference with the game play of the trained player.

[0014] A third invention is a computer system according to the second invention, wherein the bonus granting control means variably controls the bonus to be granted based on the type of training action in the training mode (for example, bonus definition data 550, bonus granting requirements 552, and training type conditions 552b in FIG. 15).

[0015] According to the third invention, the computer system can change the reward according to the teaching method. Since the effort of the training player differs depending on the teaching method, the reward can be given according to the effort, and the motivation of the training player can be increased more than when the reward is fixed.

[0016] A fourth invention is a computer system according to any one of the first to third inventions, wherein the analysis means analyzes an operation input situation of a specific command or a specific action by the trained player (hereinafter referred to as a "specific operation input situation"), and the improvement determination means determines the improvement based on the specific operation input situation included in the pre-analysis result and the specific operation input situation included in the post-analysis result (for example, improvement determination standard data 540, improvement determination requirement 543, and operation input situation difference condition 543b in FIG. 14).

[0017] What greatly influences the outcome of a game, and what may cause a player to be dissatisfied with their own play, is whether or not the player is able to make the player character act as they wish, in other words, whether or not they were able to input commands and actions appropriately.

[0018] According to the fourth aspect of the present invention, the computer system can judge whether or not a player has improved in a specific command input or a specific action input by comparing input before and after training. For example, in a fighting game, the improvement can be judged by focusing on whether or not a command that causes a player character to perform a special move is input. Also, in an action game, the improvement can be judged by focusing on whether or not the player character is able to perform an action to jump over a trap. Thus, the computer system can realize an appropriate improvement judgment from the user's point of view by focusing on important commands and actions in game play.

[0019] A fifth aspect of the present invention further comprises a frequency determination means (for example, the frequency determination unit 234 in FIG. 11, the play date and time 623 of the play history data 620 in FIG. 3) for determining whether or not the play participation status of the trained player after the control of the training mode by the training mode control means has become higher in frequency than the play participation status before the control of the training mode, When the frequency determination means makes a positive determination, the privilege granting control means grants a given privilege to the training player and / or the trained player (for example, the privilege definition data 550, the privilege granting requirements 552, and the frequency condition 552h in FIG. 15 ). A computer system according to any one of the first to fourth aspects of the present invention.

[0020] One of the degrees of the effort made by the trained player to solve the problem is expressed by how frequently he plays and practices after the training. The "high frequency" here is the threshold at which a reward is given as a reward for practicing and training. Therefore, according to the fifth invention, the computer system can encourage the trained player to take on challenges to overcome the problem.

[0021] A sixth invention is a computer system of any of the first to fifth inventions, wherein the analysis means calculates an effort equivalent value representing the effort required for the trained player to clear a specific unit of progress in the game (for example, analysis parameter value 746 in Figure 18), and the improvement determination means determines the improvement based on the effort equivalent value included in the pre-analysis result and the effort equivalent value included in the post-analysis result (for example, improvement determination requirement 543 and effort equivalent value difference condition 543e in Figure 14).

[0022] A "unit of game progress" is a division in controlling the progress of a game. For example, in a fighting game, it could be a battle round. In a racing game, it could be one race, one lap, or a section of the course. It could also be a division of a championship scenario that takes place within the game. In an action game, it could be a stage, a movement from one place to another, or from encountering an opponent character to being knocked down. In a training game or a romance simulation game, it could be a unit of elapsed time within the game space. In a shooting game, it could be a stage or a scene. In a RPG, it could be an area on a map, a specific dungeon, or from encountering a specific character to the conclusion.

[0023] "Effort" here refers to the financial cost, time cost, effort, and price paid by the player to achieve a goal. For example, this includes the time required to clear a game progress unit, the number of plays required to clear a game progress unit that can be attempted over and over again, the number of pieces or items consumed, the number of attacks, the number of command inputs or action operation inputs, the stamina consumed, the items consumed, the number of ally characters defeated, etc.

[0024] The skill of a trained player can be measured by the amount of effort required to complete a specific game progress unit. According to the sixth aspect of the present invention, the improvement of a player can be accurately judged by focusing on the effort required before and after receiving the instruction.

[0025] A seventh invention is a computer system of any of the first to sixth inventions, wherein the improvement determination means determines the improvement based on whether or not a given objective set during the game has been achieved.

[0026] An eighth aspect of the present invention is the computer system according to any one of the first to seventh aspects of the present invention, wherein the privilege granting control means variably controls the privilege to be granted based on the time length of the training mode.

[0027] According to the seventh or eighth aspect of the present invention, the standard for judging improvement becomes clear and easy to understand for the player.

[0028] A ninth invention is a computer system of any of the first to eighth inventions, wherein the improvement determination means determines the degree of improvement and / or the improved event (hereinafter collectively referred to as "improvement content") (for example, improvement recognition point 541 in Figure 14), and the bonus granting control means variably controls the bonus to be granted based on the improvement content determined by the improvement determination means (for example, improvement recognition point condition 552j in Figure 15).

[0029] "Degree of improvement" indicates, for example, how much skill has improved. "Events of improvement" are events in which improvement in the game can be identified from the game screen or game progress. For example, in a fighting game, this would be when a player goes from being unable to use a special technique to being able to use it. In a side-scrolling action game, this would be, for example, grabbing a pendulum and using the swing of the pendulum to jump over an obstacle (clearing the obstacle and moving on).

[0030] According to the ninth aspect of the present invention, the computer system can change the benefit depending on the improvement, so that the trained player and the training player can be rewarded according to their efforts, thereby providing motivation to the trained player and the training player.

[0031] Furthermore, as a tenth aspect of the present invention, the analysis means may analyze problems in the game play of the player being trained (for example, problem type 523 in FIG. 13), the improvement determination means may determine the content of the improvement for each problem (for example, problem type condition 543a in FIG. 14), and the bonus granting control means may variably control the bonus to be granted based on the content of the improvement for each problem determined by the improvement determination means (for example, problem type condition 552a and improvement certification point condition 552j in FIG. 15), thereby forming a computer system of the ninth aspect of the present invention.

[0032] According to the tenth aspect of the present invention, the computer system can provide a reward according to the improvement made for each problem, and can further motivate the trained player and the training player.

[0033] An eleventh invention is a computer system of any of the first to tenth inventions, wherein the analysis means analyzes problems in the game play of the trained player, and the training mode control means has a training player selection means (for example, the training player selection unit 226 in FIG. 11, the training player candidate selection condition data 530 in FIG. 12, step S38 in FIG. 21) which selects the training player based on the problems included in the preliminary analysis result.

[0034] According to the eleventh aspect of the present invention, the computer system can select an appropriate teaching player according to the problem, thereby improving the efficiency of teaching.

[0035] A twelfth invention is a computer system according to the eleventh invention, wherein the training player selection means, when a plurality of problems are included in the preliminary analysis result, accepts a selection operation of the trained player and selects the training player based on the problem selected based on the selection operation of the trained player (for example, the problem presenting unit 20 in FIG. 5, the training selection setting data 750 for each problem type 751 in FIG. 18).

[0036] According to the twelfth aspect of the present invention, when the analysis result indicates that the game play of the trained player has a plurality of problems, the computer system selects a training player for only the problems selected by the trained player, and the trained player can receive training from the training player. In other words, usability can be improved.

[0037] A thirteenth aspect of the present invention is a computer system according to the eleventh or twelfth aspect of the present invention, wherein the privilege granting control means variably controls the privilege to be granted based on the problem (for example, the privilege granting requirements 552 and problem type conditions 552a in FIG. 15).

[0038] There are various levels of difficulty in solving problems. If the same value of reward is given when a difficult problem is solved and when an easy problem is solved, it will be difficult for the trained player and the training player to accept. According to the thirteenth invention, the computer system can change the content of the reward based on the problem, so that it becomes possible to give a reward appropriate to the problem.

[0039] A 14th invention is a computer system according to the 13th invention, wherein a standard bonus is set according to the type of problem (for example, standard bonus 554 in Figure 15), and the bonus granting control means determines the bonus to be granted based on the standard bonus corresponding to the type of problem (for example, additional bonus 555 in Figure 15).

[0040] According to the fourteenth aspect of the present invention, the computer system can determine the contents of the benefit by adding or deleting, or increasing or decreasing the amount of the benefit based on the standard benefit.

[0041] A 15th invention is a computer system of any of the 11th to 14th inventions, wherein the bonus granting control means variably controls the bonus to be granted based on the length of time in the instruction mode or the number of times in the instruction mode required until the improvement determination means determines that there has been improvement in relation to the problem (for example, bonus granting requirement 552, required time length condition 552c, required number of times condition 552d in Figure 15).

[0042] According to the fifteenth aspect of the present invention, the computer system can provide a reward according to the amount of work or effort required by the instructing player or the trained player to improve. For example, if the reward is changed so that the value of the reward increases in a positive relationship with the time length of the instruction mode or the number of times of the instruction mode, the trained player or the training player can receive a better reward the more they try, which can increase their motivation.

[0043] A 16th invention is a computer system of any of the 1st to 15th inventions, wherein the privilege granting control means variably controls the privilege to be granted based on the relationship between the training player and the trained player (for example, the privilege granting requirements 552 and player relationship conditions 552e in FIG. 15).

[0044] The content of the "relationship" can be set appropriately. For example, it can be a friend registration relationship where the two players recognize each other as friends, members of the same team, an enemy-ally relationship, or a hierarchical relationship. According to the sixteenth invention, the computer system can grant a privilege based on the relationship between the trained player and the training player, so that it can encourage, for example, training between friends or training that overcomes enemy-ally relationships.

[0045] A 17th invention is a computer system of any of the 1st to 16th inventions, wherein the bonus granting control means variably controls the bonus to be granted based on the play level of the training player and / or the play level of the trained player (for example, bonus granting requirements 552, trained player level conditions 552f, training player level conditions 552g in FIG. 15).

[0046] According to the seventeenth aspect of the present invention, the computer system can provide rewards according to the play levels of the instructing player and the trained player. For example, if the reward given to a beginner level trained player is set higher than the reward given to an advanced level trained player, the computer system can provide motivation to actively encourage the training system when the play level is relatively low.

[0047] An eighteenth invention is the computer system of any one of the first to seventeenth inventions, wherein the computer system is a server system that is communicatively connected to player terminals of each player.

[0048] According to the eighteenth aspect of the present invention, a server system that provides the same effects as the first to seventeenth aspects of the present invention can be realized.

[0049] A nineteenth aspect of the present invention is a game system comprising a player terminal for each player, and a computer system according to any one of the first to seventeenth aspects of the present invention, which is a server system communicatively connected to the player terminals.

[0050] According to the nineteenth aspect of the present invention, it is possible to realize a game system that brings about the same effects as the first to seventeenth aspects of the present invention. [Brief description of the drawings]

[0051] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 2 is a front view showing a configuration example of a player terminal. [Diagram 3]FIG. 13 is a diagram for explaining game play in standard mode and the data saved accordingly. [Figure 4] Diagram to outline gameplay analysis and teaching modes. [Diagram 5] FIG. 11 is a diagram for explaining an example of a screen display related to a training mode. [Figure 6] 11A and 11B are diagrams showing examples of displays in a teaching mode in a fighting action game. [Figure 7] FIG. 13 is a diagram showing a display example in a teaching mode in an action RPG. [Figure 8] FIG. 4 is a diagram showing an example of a data configuration of training history data. [Figure 9] 11A and 11B are diagrams for explaining game play by a trained player after receiving training. [Figure 10] FIG. 13 is a diagram for explaining the provision of a bonus in accordance with the improvement of a player who has received instruction. [Figure 11] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system according to the first embodiment. [Figure 12] FIG. 4 is a diagram showing an example of programs and data stored in a server storage unit in the first embodiment. [Figure 13] FIG. 4 is a diagram showing an example of the data configuration of analysis criteria data. [Figure 14] FIG. 13 is a diagram showing an example of the data configuration of improvement assessment criteria data. [Figure 15] FIG. 13 is a diagram showing an example of a data configuration of a benefit definition day. [Figure 16] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 17] FIG. 4 is a diagram showing an example of the data structure of standard mode control data. [Figure 18] FIG. 13 is a diagram showing an example of the data structure of instruction mode control data. [Figure 19] FIG. 2 is a functional block diagram showing an example of the functional configuration of a player terminal according to the first embodiment. [Figure 20] 6 is a flowchart illustrating the flow of a process executed in the server system. [Figure 21] 11 is a flowchart illustrating the flow of a training mode process. [Figure 22] FIG. 11 is a functional block diagram showing an example of the functional configuration of a player terminal according to a second embodiment. [Diagram 23] FIG. 11 is a diagram showing an example of programs and data stored in a terminal storage unit according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0052] An example of an embodiment of the present invention will be described below, but it goes without saying that the form to which the present invention can be applied is not limited to the following embodiment.

[0053] [First embodiment] FIG. 1 is a diagram illustrating an example of the configuration of a game system. The game system 1000 includes a server system 1100 and player terminals 1500 (1500a, 1500b) connected to each other via a network 9 so as to be capable of data communication with each other.

[0054] The game system 1000 is a computer system that provides an online game that allows shared play to players 2 (2a, 2b) who are users of player terminals 1500. Of course, the game system 1000 may additionally provide other services.

[0055] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method may be either wired or wireless.

[0056] The server system 1100 is a computer system having, for example, a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 mounted on the main device 1101.

[0057] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0058] The server system 1100 realizes the function of providing a game providing service by the control board 1150 performing arithmetic processing based on predetermined programs and data.

[0059] Although only two player terminals 1500 (1500a, 1500b) are depicted in FIG. 1, in actual system operation, a plurality of player terminals 1500 can access the server system 1100 at the same time.

[0060] Also, although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured to include multiple blade servers each sharing a function, and connected to each other via an internal bus so that data communication is possible. Furthermore, the installation location of the hardware constituting the server system 1100 does not matter. It may be configured such that multiple independent servers installed at separate locations communicate data via the network 9 to function as the server system 1100 as a whole.

[0061] 2 is a front view showing a configuration example of a player terminal 1500 (1500a, 1500b). The player terminal 1500 is a computer system used by a user who has completed a registration procedure to utilize the game system 1000 of this embodiment, and is an electronic device that can access the server system 1100 via the network 9. The player terminal 1500 is a device with which a user can play a game.

[0062] 2 is a device known as a smartphone, but may be a computer such as a wearable computer, such as a smart watch or smart glasses, a portable game device, a tablet computer, or a personal computer. In the case where multiple electronic devices are communicatively connected to each other to perform one function, such as a combination of a smartphone and a smart watch communicatively connected to the smartphone, these multiple electronic devices can be regarded as one player terminal 1500.

[0063] The player terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, and the like (not shown) are provided. In addition, an IC card reader that can contactlessly read and write data from an IC card type credit card or prepaid card that can be used to pay for the use of the game system 1000 may be provided.

[0064] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the network 9, and (4) an interface circuit 1557.

[0065] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, (2) a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, (3) an output amplifier circuit for outputting an audio signal to the speaker 1510, (4) an input signal generation circuit for generating an audio signal collected by the microphone 1512, (5) a circuit for inputting image data of an image captured by the camera 1520, and (6) a signal input / output circuit for the memory card reader 1542.

[0066] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. A part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data for realizing the functions of a player terminal in an IC memory 1552.

[0067] In this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but may be configured to read them from a storage medium such as a memory card 1540 obtained separately.

[0068] Next, the game providing service will be described. The game played on the player terminal 1500 is an online game executed in a client-server system in which the server system 1100 serves as the game server. Information related to the progress of the game and information related to the display of the game screen are generated by the server system 1100 and provided to the player terminal 1500 as appropriate. The player terminal 1500 functions as a terminal for operation input and game screen display. That is, the player terminal 1500 displays the game screen based on the information provided by the server system 1100, and transmits operation input information to the server system 1100 one by one. The server system 1100 progresses the game based on the operation input information transmitted from the player terminal 1500.

[0069] The game provided by the server system 1100 has two modes available, a "standard mode" and a "tutoring mode," which the starting player can select at will. The "standard mode" is a mode that provides the same gameplay as in the past, in which the player plays the game using his / her own player character and only his / her own ability. The "instruction mode" is a mode in which the guest player can use the shared play environment to "instruct" the starting player on the gameplay.

[0070] "Instructional actions" are interference actions that have an external influence on the playing actions of the starting player for the purpose of instruction. Proxy play is a typical example. Other instructional actions include, for example, adding sounds based on external operations to the game sounds, or adding displays based on external operations to the game screen.

[0071] In this embodiment, such interference behavior is used by the starting player to receive guidance from other players regarding game play. The starting player is the "instructed player" who receives guidance regarding game play, and the other player who performs the instruction behavior is the "instructing player." Hereinafter, interference behaviors are collectively referred to as "instruction behaviors."

[0072] FIG. 3 is a diagram for explaining an example of game play in standard mode and data saved in association with the game play. When receiving the game providing service, the starting player selects either the standard mode or the instruction mode. When the standard mode is selected, the server system 1100 starts game play by starting progress control in the standard mode.

[0073] The server system 1100 creates and saves play history data 620 for each player each time a game is played in standard mode. The play history data 620 includes, for example, a unique play ID 621, play date and time 623, a player account 625, play start save data 626 related to the play of the history data, play end save data 627, and play reproduction data 630 for each game progress unit required to reproduce the play of the history data. Of course, data other than these may also be included as appropriate.

[0074] A "game progression unit" is a division in controlling the progression of a game. For example, in a fighting game, it could be a battle round. In a racing game, it could be one race, one lap, or a section of the course. It could also be a division of a championship scenario that takes place within a game. In an action game, it could be a stage, a movement from one place to another, or from encountering an opponent character to being knocked down. In a training game or a romance simulation game, it could be a unit of elapsed time within the game space. In a shooting game, it could be a stage or a scene. In a RPG, it could be an area on a map, a specific dungeon, or from encountering a specific character to the conclusion.

[0075] The play reproduction data 630 includes reproduced game progress unit identification information 631 indicating which game progress unit the data corresponds to, operation input information time series data 632, progress status information time series data 633, and play result time series data 635. Of course, data other than these may also be included as appropriate.

[0076] The operation input information time-series data 632 is prepared for each player involved in the game play. One operation input information time-series data 632 stores information on the operation input by the player (for example, various information describing the input, such as the type, position, direction, amount of operation, force of operation, and input time) in association with input time information (for example, date and time, elapsed time from the start of game play, number of frames drawn on the game screen, etc.).

[0077] The progress status information time series data 633 stores information indicating the game progress status at each moment (for example, the stage number being played, the battle round, the win / loss results for each round, the position coordinates for each player character, the position and posture of the player character, a list of parameter values ​​indicating the state of the player character, the appearance of items, the appearance and unlocking of hidden doors, the activation of specific techniques, the opening of hidden stages, etc.) in correspondence with time information.

[0078] When an NPC (a non-player character that appears in the game and is automatically controlled by a computer) appears in the game, the progress status information time series data 633 can include NPC control time series data 634 that stores control information related to the NPC in chronological order.

[0079] The play performance time series data 635 stores information indicating the player's play performance at each point in time (e.g., points acquired, items acquired, number of clears per game progress unit, number of kills, hit rate, win / loss results by round, time required, etc.) in association with time information.

[0080] FIG. 4 is a diagram for explaining an overview of the game play analysis and teaching mode.

[0081] When a starting player selects the instruction mode when receiving a game providing service, the server system 1100 analyzes the past game play of the starting player to find problems, and starts control in the instruction mode using the shared play environment.

[0082] The server system 1100 performs analysis on the past play history data 620 of the starting player (in the example of FIG. 4, the trained player 2a). The number of play history data 620 to be analyzed can be "1" or multiple depending on the time going back.

[0083] The server system 1100 performs an analysis to determine "problems" in play. "Problems" include (1) inability to clear a game progression unit, (2) inability to achieve high results in the game (for example, if a stage is ranked as excellent, good, or average at the end of the stage according to the results of the stage, not being able to get an excellent or good rating, not reaching a certain standard score), (3) inability to perform a big move, (4) inability to perform an action to avoid an obstacle, or inability to enter into a specific command or specific action operation input situation (hereinafter, these are collectively referred to as "specific operation input situations") or being able to enter into such a situation only a few times, etc. Other examples of problems include (5) inability to beat a boss character in a stage, (6) inability to obtain a specific item, (7) not knowing how or when to overcome obstacles on the map, (8) lack of skill in operation input, and (9) inability to identify the key points of the strategy.

[0084] In other words, a "problem" means a state in which game progress has stalled, a reason for poor performance, the inability to achieve a given objective set during the game (especially (1)(5)(6) above), or the inability to realize a certain event (especially (3)(7) above).

[0085] In this embodiment, a “problem” is determined by calculating the value of a predetermined type of analysis parameter (analysis parameter value) with reference to the operation input information time series data 632, the progress status information time series data 633, and the play performance time series data 635, and comparing the calculated analysis parameter value with a predetermined standard.

[0086] For example, in the case of an action RPG, if a game over has occurred repeatedly at a certain game stage in past multiple plays, the problem is that the game stage cannot be cleared. If the player's character's HP reaches "0" before the HP of the boss character in the game stage reaches "0" based on the progress status information time series data 633, the detailed problem is that the boss character cannot be beaten.

[0087] Similarly, even if the stage cannot be cleared, for example, if there is a difficult place with a secret escape route at a certain place on the game map, the operation input information time series data 632 and the progress status information time series data 633 show that the HP of the player character becomes "0" near the difficult place and the game is over, and if the player character does not reach the escape route even if the position of the player character is tracked, then the detailed problem is that the escape route cannot be found.

[0088] Also, for example, in the case of a fighting game, if several inputs similar to an operation input command for a big move are found in the operation input information time series data 632, but the progress status information time series data 633 does not show the execution of that big move, and conversely, the player is being attacked by the opponent, then the detailed problem is that the player does not have the skill to correctly input the operation input command for the big move.

[0089] The server system 1100 presents the analyzed problems to the player and accepts a request as to whether or not to receive guidance aimed at solving the problems. Then, upon accepting the request, the server system 1100 realizes the guidance mode by controlling the progress of the game progress unit related to the problem selected as the target for receiving guidance as a shared play.

[0090] If the problem is related to the entire game play, the server system 1100 can execute the instruction mode as a shared play from the beginning to the end of the game. Also, if the problem is that an enemy NPC that appears in a specific game stage cannot be defeated, the server system 1100 can execute the instruction mode as a shared play only for that specific game stage. Of course, multiple game stages including the specific game stage may be executed as a shared play.

[0091] FIG. 5 is a diagram for explaining an example of a screen display related to the training mode. When the server system 1100 starts the game providing service, it displays a mode selection screen W4 on the player terminal 1500. On this screen, a standard mode selection operation icon 10 and a training mode selection operation icon 12 are displayed. A player who wants to receive training (trainee player 2a) selects the latter icon to request training. Receiving an operation input to the training mode selection operation icon 12 is one way of receiving a request to receive training.

[0092] Then, when the server system 1100 receives a selection operation of the instruction mode selection operation icon 12, it analyzes the play of the player, and displays the instruction selection screen W5 on the player terminal 1500 based on the analysis result.

[0093] The instruction selection screen W5 includes a problem presentation section 20 for each analyzed problem, and a selection confirmation operation icon 29. The problem presentation section 20 is displayed, for example, in a tab-switchable manner. Each problem presentation section 20 includes an analyzed problem type display 21, an instructor player display 23 indicating the instructor player who will provide instruction for the problem, and an instruction method display 25 indicating how to provide instruction for the problem.

[0094] The training player displayed in the training player display 23 is automatically selected and presented by the server system 1100 based on the type of problem displayed in the problem type display 21 .

[0095] The server system 1100 selects candidates for training players based on given training player candidate selection conditions from among players who are in standby and have logged in but are not playing the game (not playing in standard mode or training mode). Alternatively, candidates for training players may be selected from among the starting player's past shared playing partners based on the training player candidate selection conditions.

[0096] The "conditions for selecting a training player candidate" may be, for example, "a player who does not have the problem displayed in the problem type display 21", "a player with the highest player level of each of the training player candidates", or "a player whose training experience for the problem displayed in the problem type display 21 exceeds a reference value". Note that the training experience is represented by an accumulated value of training points given to a training player who performs a training action, which will be described later.

[0097] If the trainee player 2a is not satisfied with the training player displayed on the training player display 23, he or she can operate the training player candidate display operation icon 24 to display a training player candidate list 30 and select a preferred training player from the candidate selection operation icon 32 to switch to another training player.

[0098] The candidate selection operation icon 32 includes icons such as the avatar and face photo of each training player candidate, as well as display of player level and training experience information (in the example of FIG. 5, this corresponds to information on the accumulated value of training points and a ranking based on said accumulated value. In addition, it may include information on the accumulated training time and the number of times of training). Note that the training player candidate list 30 includes "Do not receive training (training player not set)," and by selecting this option, the trainee player 2a can choose not to receive training on this problem this time.

[0099] The types of teaching methods displayed in the teaching method display 25 are preset based on the types of problems displayed in the problem type display 21, but the player to be taught 2a can operate the teaching method candidate display operation icon 26 to display the teaching method candidate list 34 and select a teaching method from the candidate selection operation icon 36 by himself / herself.

[0100] Then, when the selection confirmation operation icon 29 is operated, the server system 1100 starts controlling the teaching mode in accordance with the settings of each problem presenter 20.

[0101] FIG. 6 is a diagram showing a display example in the teaching mode in the fighting action game. This example is an example in which the player character 4 operated by the trained player 2a has a problem in that the player character 4 has not been able to win against an enemy NPC 6 that appears in a certain game stage in the past multiple plays shown in the play history data 620, and a teaching action of "proxy play" is being carried out.

[0102] On the training mode screen W6 in the fighting action game, a training mode notification 50 informing the player that the game is in training mode, a training target problem notification 52, and a training request operation icon 54 are displayed.

[0103] At the beginning of the training mode, the operating right of the player character 4 belongs to the trainee player 2a. However, when the trainee player 2a operates the training request operation icon 54 at the desired timing, the operating right is transferred to the training player 2b. The training player 2b shows the training player 2a an example by demonstrating the entire process of defeating the enemy NPC 6 from start to finish. The same applies to cases where a problem in a fighting action game is "not being able to perform a combo."

[0104] FIG. 7 is a diagram showing a display example in the teaching mode in the action RPG. In this example, in the past multiple plays shown in the play history data 620, there is a problem in which the player character 4 operated by the trained player 2a has not been able to defeat an enemy NPC 6 that appears in a certain game stage, so this is an example in which training action is carried out through "voice communication" and "additional display of a display object."

[0105] The training mode screen W7 displays a training mode notification 50, a training target problem notification 52, and a training request operation icon 54. In this example, an operation input to the training request operation icon 54 corresponds to a request operation for receiving a final training action. Note that the training request operation icon 54 does not have to be displayed.

[0106] Since the types of teaching actions do not include "proxy play", the operating right of the player character 4 is held by the trainee player 2a from the start of the teaching mode to the end. Since the types of training actions include "voice communication", the server system 1100 enables voice chat between the player terminal 1500a of the trained player 2a and the player terminal 1500b of the training player 2b.

[0107] In addition, since the types of instructional actions include “additional display of display objects,” when the instruction player 2b inputs a display object operation to display a display object for instruction on the player terminal 1500b, the server system 1100 additionally displays various display objects 56 on the game screen in accordance with the display object operation.

[0108] Specifically, multiple types of display elements 56 are provided (in the example of FIG. 7, hand-drawn display elements 56a, which are lines drawn with a finger on the game screen, and instruction display elements 56b), and the training player 2b can operate the display elements by inputting handwritten input with a fingertip or a stylus pen onto the touch panel 1506 (see FIG. 2), or by touching to select an icon type and indicate a position, thereby providing instruction on the display elements 56 showing the movement line for defeating the enemy NPC 6, key positions in the game space, items that should be used, and the timing at which they should be used.

[0109] When such a teaching action is performed in the teaching mode, the server system 1100 generates and stores the teaching history data 770 linked to the trained player 2a and the teaching player 2b. After the training, the server system 1100 gives the teaching points to the teaching player 2b as a reward for the teaching action.

[0110] FIG. 8 is a diagram showing an example of the data configuration of the training history data 770. As shown in FIG. The training history data 770 includes a unique training ID 771, a training date and time 772 indicating the date and time from the start of training to the end of training, a training player account 773, a trained player account 774, a problem type to be trained 775, a training type 776, and a training effort equivalent value 777.

[0111] The training effort equivalent value 777 may include, for example, the time length required for this training mode. Also, if the training player 2b consumes consumable media such as items or physical strength values ​​during the training mode, the training effort equivalent value 777 may include a list of items required for the training mode.

[0112] Fig. 9 is a diagram for explaining the game play by the trained player 2a after the training. The trained player 2a who has received the training practices and trains by repeating the play in the standard mode to solve the problem by himself. The server system 1100 generates and saves the play history data 620 regardless of whether it is before or after the training (see Fig. 3).

[0113] 10 is a diagram for explaining the provision of benefits in accordance with the improvement of the trained player 2a who has received training. The server system 1100 stores and saves play history data 620bt before training, training history data 770, and play history data 620at after training, relating to the trained player 2a who has received training.

[0114] The server system 1100 compares the play history data 620bt before the instruction with the play history data 620at after the instruction to determine the improvement of the instructionee player 2a. Specifically, improvement determination parameter values ​​are calculated and determined for each of the play history data 620bt before the lesson and the play history data 620at after the lesson.

[0115] The "improvement assessment parameter value" is a parameter value used in the improvement assessment criteria, and basically includes an analysis parameter value used to determine the type and presence or absence of a problem. It also includes the value of a parameter necessary for the improvement assessment criteria as appropriate.

[0116] Specifically, parameter values ​​for judging improvement may include, for example, a parameter value indicating whether a game progress unit was cleared successfully / unsuccessfully, the length of time required to clear a game progress unit, the number of items required to clear a game progress unit, the amount of damage received by the player character 4, the amount of damage inflicted on the enemy NPC 6, the number of times or distance traveled off the race course, specific operation input status, etc.

[0117] The server system 1100 calculates and compares the same type of improvement determination parameter value for the play history data 620bt before the training and the play history data 620at after the training, and if the difference satisfies a predetermined improvement determination criterion, it determines that the player has “improved (positive determination).”

[0118] If it is determined that the player has improved, the server system 1100 gives a reward to at least one of the trained player 2a and the training player 2b, and preferably to both of them. The reward is a reward for the trained player 2a's improvement and a reward for the training player 2b's improvement, providing strong motivation for both players to try using the training system again.

[0119] The contents of the benefit can be set as appropriate. The benefits for the trained player 2a and the training player 2b may be the same or different. For example, the benefits may include the provision of items that can be used in the game, the opening of new game stages, the provision of lottery rights for items, skill improvement of the player character 4, leveling up or synthesis of items, provision of in-game currency, and provision of electronic information that can be used to pay for game play (for example, provision of virtual currency, coupons, etc.). Of course, the benefits may include other contents as appropriate.

[0120] The server system 1100 can change or determine the contents of the benefit, that is, its value. The benefit can be changed by switching to a benefit with a higher (or lower) value, or by fixing a standard benefit as a reference and changing the quality or quantity of the benefit to be added. In this embodiment, the latter method is used.

[0121] Benefit changes are based on several criteria. First, the server system 1100 changes or determines the benefit depending on the contents of the improvement judged (the degree of improvement or the improved event; hereinafter, referred to as "improvement contents").

[0122] Specifically, the higher the degree of improvement, the higher the value of the bonus. For example, in a racing game, the problem of not being able to clear a specified lap time can occur both before and after the instruction, but if the lap time is shortened, the degree of improvement differs depending on the amount of time shortened, and the bonus content changes according to the degree of improvement.

[0123] In addition, for an improved event, since the event can only be realized by improving skill, the higher the skill required to realize the event, the higher the value of the bonus. For example, in a fighting game, if there are multiple special techniques with different levels of difficulty in command input, the higher the difficulty of the special technique that can be performed after training is higher than the difficulty of the special technique that could be performed before training, the higher the value of the bonus. In addition, if the input success rate of the same special technique is considered, the greater the increase in the input success rate after training compared to before training, the higher the value of the bonus.

[0124] Secondly, the server system 1100 changes / determines the bonus based on a comparison of the problems before and after the instruction. By comparing the problems analyzed for the play before and after the instruction, if a problem that existed before the instruction has disappeared after the instruction, it can be determined that the problem has been resolved (maximum improvement). In other words, a problem that has disappeared after the instruction can be regarded as an improvement. Therefore, the server system 1100 judges the resolution of problems before and after the instruction, and changes / determines the bonus so that the more problems have been resolved, and the more difficult it is to resolve the resolved problems, the higher the value.

[0125] Thirdly, the server system 1100 changes and determines the privilege based on the player level of the trained player 2a and the player level of the training player 2b. Specifically, if the trained player 2a is at a beginner level, it is relatively easy for him to improve, but it is difficult for the trained player 2a at an advanced level to improve further. Therefore, the server system 1100 changes the privilege to be given to a more valuable privilege as the player level of the trained player 2a becomes higher. Also, if we focus on the player level of the training player 2b, the number of training players with a relatively low level is greater than the number of training players with a relatively high level. Therefore, from the viewpoint of rarity, the privilege of a training player with a relatively low level is changed and determined to be less valuable than the privilege of a training player with a relatively high level.

[0126] The bonus given to the training player 2b is divided according to the number of training players involved in the improvement assessment. For example, the bonus may be divided equally among the training players 2b, or the bonus may be prioritized in descending order of the training date and time closest to the current date and time. If the trained player 2a is configured to be able to report and input the training evaluation after training and the training history data 770 is configured to include the results of the training evaluation, the bonus may be prioritized in descending order of the training evaluation of the training players to whom the bonus is to be given.

[0127] Next, a functional configuration for realizing such control of instructional actions will be described. 11 is a functional block diagram showing an example of a functional configuration of a server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0128] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.

[0129] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, FPGA, etc., as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the player terminals 1500, etc., and performs integrated control of the operation of the server system 1100.

[0130] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.

[0131] The user management unit 202 performs processing related to user registration procedures and storage management of various information linked to user accounts. Specifically, the user management unit 202 performs (1) providing unique user accounts to registered users, (2) registration information management for registering and managing personal information for each user account, (3) play history management for storing and managing the content of each play as play history data 620, (4) management of game-related items owned by the user, (5) registration management of friend players, etc. Of course, the unit 202 may also include a function for managing other data linked to the account as appropriate.

[0132] The game management unit 210 executes various controls for controlling the progress of an online game that allows shared play in a given game progress unit. Specifically, the game management unit 210 has a play history storage control unit 212, an analysis unit 214, a reception unit 216, a progress control unit 220, an improvement determination unit 230, a training effort equivalent value calculation unit 232, a frequency determination unit 234, a reward grant control unit 236, and a ranking management unit 238.

[0133] The play history storage control unit 212 performs control related to the storage management of data describing the content of each player's play in standard mode. This corresponds to the control of generating play history data 620 (see FIG. 3) and storing and saving it in the server storage unit 500s.

[0134] The analysis unit 214 analyzes the game play of the trained player in standard mode. Specifically, the analysis unit 214 performs the analysis by calculating an analysis parameter value and judging a problem in the game play based on the analysis parameter value. More specifically, the analysis unit 214 calculates the analysis parameter value including (1) a value indicating a specific operation input situation (an operation input situation of a specific command or a specific action by the trained player, the number of incorrect inputs, etc.) and (2) an effort equivalent value indicating the effort required by the trained player to clear a specific game progress unit of the game. Then, the problem is judged based on the analysis parameter value.

[0135] The receiving unit 216 performs control to receive a request to receive instruction from the training player based on an operation input from the trained player.

[0136] The progress control unit 220 executes various processes related to controlling the progress of the game. Specifically, the progress control unit 220 has a standard mode control unit 222 and a training mode control unit 224.

[0137] The training mode control unit 224 performs control to change the game play mode of the trained player to the training mode when the reception unit 216 has received the instruction. The training mode control unit 224 further has a training player selection unit 226 and a training type determination unit 228.

[0138] The training player selection unit 226 selects a training player based on the problem included in the pre-analysis result by the analysis unit 214. When there are multiple problems included in the pre-analysis result, the training player selection unit 226 accepts a selection operation by the trained player and selects a training player based on the problem selected based on the selection operation by the trained player. This corresponds to the selection of a training player to be displayed on the training player display 23 (see FIG. 5).

[0139] The instruction type determination section 228 determines the type of instruction action in the instruction mode based on the selection operation of the instructor or trained player.

[0140] The improvement determination unit 230 determines whether the game play of the trained player has improved based on the pre-analysis result analyzed by the analysis unit 214 before the training mode control by the training mode control unit 224 and the post-analysis result analyzed by the analysis unit 214 after the training mode control. The improvement determination unit 230 also determines the improvement based on at least one of (1) the specific operation input situation included in the pre-analysis result and the specific operation input situation included in the post-analysis result, (2) the effort equivalent value included in the pre-analysis result and the effort equivalent value included in the post-analysis result, and (3) whether a given objective set during the game has been achieved. At that time, the improvement determination unit 230 determines the degree of improvement and the presence or absence of an improved event, i.e., the "improvement content", for each problem analyzed by the analysis unit 214.

[0141] The training-effort-equivalent value calculation section 232 calculates an effort-equivalent value that indicates the effort required by the training player in the training mode, based on the data of the training mode.

[0142] The frequency determination unit 234 determines whether the play participation status of the trained player after the training mode control unit 224 has performed training mode control has become more frequent than the play participation status before the training mode control was performed.

[0143] The reward granting control section 236 grants a given reward to the training player and / or the trained player based on the result of the determination by the improvement determining section 230. Specifically, when the frequency determination unit 234 makes a positive determination, the bonus-granting control unit 236 variably controls the bonus to be granted based on at least one of the following: (1) the type of instruction action in the instruction mode, (2) the duration of the instruction mode, (3) the determined improvement, (4) the improvement for each problem determined by the improvement determination unit 230, (5) the duration of the instruction mode or the number of times of the instruction mode required until the improvement determination unit 230 determines that a problem has improved, (6) the relationship between the training player and the trained player, and (7) the play level of the training player and / or the play level of the trained player. Then, the bonus-granting control unit 236 determines the bonus to be granted based on the standard bonus corresponding to the type of problem.

[0144] The ranking management section 238 statistically processes the teaching evaluations given to each teaching player based on the evaluation operation of the taught player, and manages the rankings of the teaching players.

[0145] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.

[0146] The sound generation unit 290s is realized by executing an IC or software that generates or decodes sound data, and generates or decodes sound data such as operation sounds and sound effects related to games and the like, BGM, and voice calls for system management of the server system 1100. Then, the sound signal related to the system management is output to the sound output unit 390s.

[0147] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device or the touch panel 1108.

[0148] The image generation unit 292s generates images, synthesizes images, and outputs image signals for displaying them on the image display unit 392s. This corresponds to a part of the function of generating screens related to system management of the server system 1100 and various screens related to the game (or data for displaying them on the player terminal 1500).

[0149] The image display unit 392s is realized by a device that displays an image, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.

[0150] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s.

[0151] The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, it corresponds to the communication device 1153.

[0152] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. It is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. This function is implemented by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, this corresponds to storage media such as IC memory 1152 and hard disks mounted on the main unit, and storage 1140.

[0153] 12 is a diagram showing examples of programs and data stored in the server storage unit 500s. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, analysis criterion data 520, training player candidate selection condition data 530, improvement determination criterion data 540, bonus definition data 550, and training point definition data 560.

[0154] The server storage unit 500s also stores, as sequentially generated and managed data, user management data 600, a logged-in user list 660, standard mode control data 700, training mode control data 740, training history data 770, improvement determination control data 780, bonus granting control data 782, training player ranking data 790, and a current date and time 800. The server storage unit 500s also stores other programs and data (such as timers, counters, and various flags) as appropriate.

[0155] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202 and the game management unit 210. The delivery client program 503 is an original client program provided to the player terminal 1500 . The game initial setting data 510 includes various initial setting data necessary for controlling the execution of the game.

[0156] The analysis reference data 520 is data for analyzing the game play of the trainee player and judging the analysis result, and is prepared for each analysis result, i.e., problem. For example, as shown in FIG. 13, one analysis reference data 520 includes a judgment requirement 521, a problem type 523, and a recommended training type 527.

[0157] Judgment requirement 521 is information describing the judgment criteria, and includes data on four conditions: game progress unit condition 521a, operation input condition 521b, progress status condition 521d, and play result condition 521f. The AND or OR of these four conditions describes the criteria for determining that there is a problem indicated by judgment requirement 521 in the reference data, that is, problem type 523, and the parameters describing these four conditions are the aforementioned "analysis parameters." Note that these four conditions can also be "undetermined" or "unconditional," that is, the conditions can be substantially absent.

[0158] The game progress unit condition 521a indicates requirements that must be satisfied by the reproduced game progress unit identification information 631 of the play history data 620 (see FIG. 3). For example, in the case of an RPG, the analysis result differs depending on whether the analysis target play has progressed only to the initial stage or has reached the final stage.

[0159] The operation input condition 521b indicates requirements that should be satisfied by the operation input information time-series data 632 of the play history data 620. The operation input condition 521b includes a specific operation input situation condition 521c.

[0160] For example, in the case of a fighting game, the operation input conditions 521b can be used to describe the specific operation input situation conditions 521c, such as the type of correct command or action (meaning a combination of one or more operation inputs) input during play, the combination of correct commands input consecutively, the presence or absence of a combination of incorrect operation inputs similar to a correct command that is thought to be an operation error, and the occurrence rate thereof. By appropriately combining sub-conditions described using these, it is possible to know whether the trainee player 2a who played the game to be analyzed uses only specific commands or uses commands evenly, whether he or she can stably succeed in combos, or whether he or she is aiming for a combo but cannot succeed. In other words, the operation input conditions 521b describe the conditions regarding when and what operation input the trainee player 2a performs.

[0161] The progress condition 521d indicates requirements that must be satisfied by the progress information time-series data 633 of the play history data 620. The progress condition 521d includes an effort equivalent value condition 521e.

[0162] For example, in a shooting game, the progress condition 521d can describe the number of times enemy characters are shot down, the time interval between shots down, the hit rate of an attack, the timing of using an item and the timing of defeating an enemy, etc. The effort equivalent condition 521e describes the conditions regarding the effort equivalent, such as (1) a given time until the end of the game progress unit, whether or not it is cleared, (2) the type and quantity of items consumed, (3) the endurance value and stamina consumed, and (4) the number of allies shot down or killed.

[0163] By appropriately combining the sub-conditions described using these, it is possible to know the accuracy of the target player's aim, how well the player can use items, under what circumstances the player receives damage, how long the player can play the game, and whether the player can shoot down boss characters. In other words, the progress condition 521d describes the conditions regarding what and when is happening in the play being analyzed.

[0164] The play performance condition 521f indicates requirements that the play performance time-series data 635 of the play history data 620 must satisfy. For example, the player level, total score, score acquisition pace, item acquisition, number of kills, hit rate, clear rate per game progress, number of wins and losses, etc. can be used to describe the conditions. In other words, the play performance condition 521f describes the conditions for the play performance in the play to be analyzed by appropriately combining sub-conditions described using these.

[0165] The recommended instruction type 527 is set to a type of instruction action that is appropriate for instruction of the problem type 523. The recommended instruction type 527 indicates a type of instruction method that is displayed by default in the instruction method display 25 of the instruction selection screen W5 (see FIG. 5).

[0166] As a specific example of the analysis reference data 520, for example, in the case of a fighting game, the operation input condition 521b and the progress condition 521d may be used as the judgment requirement 521 describing "the ratio of input of defense commands to the number of attacks received from the opponent is lower than a given standard," and the analysis reference data 520 may be prepared with the problem type 523 being "insufficient defense." The reference data is data for analyzing that "the instruction method of the recommended instruction type 527 is necessary for the trainee player who is not accustomed to defensive actions."

[0167] Similarly, in the case of a fighting game, a judgment requirement 521 describing "input errors similar to combo commands (for example, in the case of a combo consisting of multiple commands of technique A → technique B → technique C → technique D, the commands of technique A and technique B are correctly input, but the input of technique C or technique D is incorrect)" based on operation input conditions 521b and progress status conditions 521d can be prepared, and analysis standard data 520 with problem type 523 set to "input error of combo command". The standard data is data for analyzing that "a training method of recommended training type 527 is necessary for a trainee player who cannot perform a combo".

[0168] For example, in a shooting game in which the game progresses while taking evasive and attacking actions, (1) analysis reference data 520 can be prepared in which a game progress unit condition 521a is a "predetermined stage (where avoiding movable obstacles is the main play element)" and a progress status condition 521d is a judgment requirement 521 describing "the number of times the game ends in the stage is a predetermined reference number or more," and problem type 523 is "predetermined stage: poor at evasion." Also, analysis reference data 520 can be prepared in which the game progress unit condition 521a is the same, but a progress status condition 521d is a judgment requirement 521 describing "the locations where the game ends in the stage are concentrated near a specific trap," and problem type 523 is "predetermined stage: timing to evade a specific trap has not been mastered."

[0169] Also, for example, in the case of an action RPG, analysis reference data 520 can be prepared in which the game progress unit condition 521a is "a specified stage (where movable obstacles are cleared by finding a shortcut and avoiding them)," the progress status condition 521d is "game over when the player character is near a movable obstacle" and "there is no trace of movement to the vicinity of the shortcut," and the problem type 523 is "no shortcut found." The reference data is data for analyzing that "a teaching method of the recommended teaching type 527 is necessary for a trained player who cannot find a shortcut in the specified stage."

[0170] For example, in a side-scrolling action game where the player avoids obstacles and progresses while acquiring items, the progress condition 521d and the play performance condition 521f can be used to set the judgment requirement 521 as "the player is unable to acquire items at the item collection location in the latter half of the stage," and the analysis reference data 520 can be prepared with the problem type 523 being "mistake in the latter half of the stage." The reference data is data for analyzing that "the training method of the recommended training type 527 is necessary for the trainee player who is unable to acquire enough items in the stage."

[0171] Returning to Fig. 12, the training player candidate selection condition data 530 is prepared for each type of problem, and stores information on the conditions for selecting a training player candidate suitable for teaching the problem. One training player candidate selection condition data 530 stores a corresponding problem type and a candidate selection condition. The training player displayed in the training player display 23 of the training selection screen W5 (see Fig. 5) is selected from players who satisfy the training player candidate selection condition data 530.

[0172] The improvement judgment standard data 540 is prepared for each improvement content (degree of improvement or type of improved event) of the trained player 2a before and after the training, and stores various information required to judge whether the improvement content has been made. For example, as shown in FIG. 14, one improvement determination standard data 540 stores improvement certification points 541, improvement determination requirements 543, and improvement reward instruction points 545 in association with each other.

[0173] The improvement certification points 541 are points that are awarded when it is determined that an improvement has been made based on the reference data, and are a numerical representation of the improvement in skill estimated to be necessary for improvement. That is, the improvement certification points 541 are set to a higher value as the degree of improvement described in the improvement judgment requirement 543 increases, and the improvement judgment requirement 543 is set to a higher value as the skill estimated to be necessary to realize the improved event increases.

[0174] The improvement judgment requirement 543 includes various data for describing the degree of improvement and the improved events. Specifically, the improvement judgment requirement 543 includes a problem type condition 543a, an operation input status difference condition 543b, a progress status difference condition 543c, a play result difference condition 543d, and an effort equivalent value difference condition 543e, which are described by AND or OR. The parameters describing these are the aforementioned "improvement judgment parameters."

[0175] The problem type condition 543a indicates a condition for the type of problem to which the criterion data is applied. This condition is not limited to being used to indicate that a certain problem has been detected, but can also be used to indicate a problem that has disappeared after instruction when comparing problems before and after instruction. The latter is suitable for describing an improvement.

[0176] The operation input situation difference condition 543b describes a condition regarding the difference between an analysis parameter value calculated from the operation input information time series data 632 of the play history data 620 “before training” and an analysis parameter value calculated from the operation input information time series data 632 of the play history data 620 “after training.” For example, by defining a threshold value or range of the difference regarding a specific operation input situation (specifically, the number of inputs of a combo consisting of a succession of specific techniques, the number of incorrect inputs, etc.), it is possible to describe a condition for considering that a specific operation input has improved after training compared to before training.

[0177] The progress status difference condition 543c describes a condition regarding the difference between an analysis parameter value calculated from the progress status information time series data 633 of the play history data 620 “before training” and an analysis parameter value calculated from the progress status information time series data 633 of the play history data 620 “after training.” For example, in the case of a racing game, by defining a threshold or range for the difference regarding the number of times going off course and the distance traveled off course, it is possible to describe a condition for determining that driving has improved before and after training.

[0178] Play performance difference condition 543d describes a condition regarding the difference between an analysis parameter value calculated from play performance time-series data 635 of play history data 620 “before training” and an analysis parameter value calculated from play performance time-series data 635 of play history data 620 “after training.” For example, in the case of a shooting game, by defining thresholds or ranges for differences in hit rate, number of kills, number of hits received, etc., it is possible to describe a condition for determining that a player has achieved higher play performance after training, in other words, has improved.

[0179] The improvement reward instruction points 545 indicate instruction points given to the instruction player 2b as a reward for achieving improvement of the reference data. For example, in the improvement judgment criteria data 540 for judging improvement in a specific game progress unit (for example, a game stage in which the clearing condition is to shoot down a special enemy NPC), the progress status difference condition 543c of the improvement judgment requirement 543 is set to "there is progress status information indicating the shooting down (clearing) of a special enemy NPC in a specific game progress unit." And, the improvement reward instruction point 545 is set higher for the improvement judgment requirement 543 with a smaller threshold or range of the effort equivalent value indicated by the effort equivalent value difference condition 543e.

[0180] 12, the benefit definition data 550 is prepared for each benefit type, and stores various information related to the benefit content and the requirements for granting the benefit. For example, as shown in FIG. 15, one benefit definition data 550 includes a unique benefit ID 551, a benefit granting requirement 552, a benefit grant target setting 553, a standard benefit 554, and an additional benefit 555.

[0181] The bonus granting requirement 552 includes a problem type condition 552a, a training type condition 552b, a required time length condition 552c, a required number of times condition 552d, a player relationship condition 552e, a trained player level condition 552f, a training player level condition 552g, a frequency condition 552h, an improvement certification point condition 552j, and a resolution condition 552k. Of course, other data may be included as appropriate. The bonus granting requirement 552 is described by AND or OR of the sub-conditions of the problem type condition 552a to the resolution condition 552k. The parameters describing these sub-conditions are the above-mentioned "grant determination parameters". Any of these sub-conditions may be set to "not set".

[0182] The question type condition 552a is a condition regarding the type of question for which improvement has been determined. The instruction type condition 552b is a condition regarding the type of instruction action of the instruction judged to have improved. Required time length condition 552c is a condition regarding the length of time required in the instruction mode until improvement is judged. Required number of times condition 552d is a condition regarding the number of times the instruction mode is required until improvement is determined. The player relationship condition 552e is a condition about the relationship between the training player and the trained player.

[0183] The trainee player level condition 552f is a condition on the play level of the trainee player. By appropriately combining and setting the condition and the reward content, the value of the reward for the improvement of the trainee player 2a can be changed according to the skill of the trainee player 2a.

[0184] The training player level condition 552g is a condition on the playing level of the training player. By appropriately combining and setting the condition and the reward content, the reward for training can be changed according to the skill of the training player 2b.

[0185] The frequency condition 552h is a condition on the play participation status before and after the instruction, a condition on the frequency of playing the game, and indicates a criterion for judging whether the play participation status of the trained player 2a after the instruction has become more frequent than the play participation status before the instruction. By setting the condition appropriately, it becomes possible to set a benefit (reward) according to how frequently the trained player 2a after the instruction plays the game to learn the instruction contents.

[0186] The improvement certification point condition 552j is a condition regarding the improvement content. In this embodiment, the improvement content (degree of improvement or improved events) is quantified as the improvement certification point 541, focusing on the required skill. Therefore, the improvement certification point condition 552j can be described by the threshold value or range of the point. By appropriately setting the condition, it is also possible to give benefits in stages according to the improvement content.

[0187] The solution condition 552k is set to include in the requirement that the player has improved to such an extent that the problem can be considered to have been solved. The benefit of the benefit definition data 550 for which the condition is set is a special benefit that is given when the problem is solved.

[0188] Standard reward 554 defines the criteria for the reward to be granted.

[0189] An additional benefit 555 is prepared for each type of benefit added to a standard benefit. One additional benefit 555 stores an additional benefit type and an additional number calculation function (or table data) in association with each other. The additional number calculation function is a function that uses parameter values ​​describing each sub-condition of the benefit granting requirement 552 (e.g., time length for the required time length condition 552c, point value indicated by the improvement certification point condition 552j, etc.) as variables, and whether to set a positive function or a negative function with respect to the parameter value can be appropriately set according to the setting of the standard benefit, how to divide the improvement contents, etc.

[0190] Returning to FIG. 12, the training point definition data 560 is prepared for each amount of points to be given to the training player 2b as a reward each time training is performed. One training point definition data 560 stores a problem type, a training type, and a training effort equivalent value condition (requirements for the training effort equivalent value to apply the definition data; ranges and thresholds) that determine the application requirements for applying the definition data, in association with the amount of points to be given. The amount of points to be given is set so that the more difficult it is to solve the problem, the larger the amount of points to be given, and the larger the training effort equivalent value. The training point definition data 560 may be realized by a function or table data that calculates the amount of points to be given using parameter values ​​that describe the application requirements for applying the definition data as variables.

[0191] FIG. 16 is a diagram showing an example of the data structure of the user management data 600. As shown in FIG. User management data 600 is prepared for each user who has completed a prescribed registration procedure, and stores various data related to the user. One user management data 600 includes, for example, a unique user account 601, friend registration data 603, player level 605, payment fund balance 607, play history data 620 (see FIG. 3), and problem registration data 650. Of course, data other than these may also be included as appropriate.

[0192] The friend registration data 603 is data that is set for each player who is recognized as a friend. Each friend registration data 603 stores a friend account and a relationship value (for example, intimacy level) in association with each other. Of course, other data than the above may also be included as appropriate.

[0193] The player level 605 is automatically set according to the performance of the user when playing the game in standard mode, with the higher the performance, the higher the level.

[0194] The payment resource balance 607 is information on the balance of resources used to pay for playing a game, purchasing game-related items, etc. Resources can be set appropriately, for example, points, items, in-game currency, electronic money, etc. Resources can be obtained separately by purchasing with real currency or by satisfying given conditions for granting, such as participating in an event.

[0195] The problem registration data 650 is prepared for each problem identified by analyzing the play history data 620 of the user, and stores various data related to the problem. One problem registration data 650 includes, for example, a unique problem ID 651, a registration date and time 652 which is the date and time when the problem was identified, a problem type 653, an improvement judgment result 654 judged for the problem, an awarded reward ID list 655 which indicates the rewards awarded for the problem, and a resolution flag 656 which is set when the problem is considered to be resolved. Of course, data other than these may also be included as appropriate.

[0196] Returning to Fig. 12, standard mode control data 700 is created for each game play in standard mode, and stores various data describing the progress of the game play. This is so-called play data. As shown in Fig. 17, one piece of standard mode control data 700 includes a unique play ID 701, a play date and time 703 indicating the date and time from the start of play to the end of play, a player account 705, and control data for each game progress unit 710. Of course, data other than these may also be included as appropriate.

[0197] The game progress unit control data 710 includes game progress unit identification information 711, operation input information time series data 712, progress status information time series data 713, NPC control time series data 714, and play result time series data 715. The game progress unit control data 710 is the original data of play reproduction data 630 (see FIG. 3) of the play history data 620.

[0198] Returning to Fig. 12, the training mode control data 740 is created for each game play in the training mode, and stores various data describing the progress of the game play. As shown in Fig. 18, one training mode control data 740 includes a unique training ID 741, a training date and time 742 indicating the date and time from the start of training to the end of training, a trained player account 743, analysis result data 745, training selection setting data 750, and training mode progress control data 760. Of course, data other than these may be included as appropriate.

[0199] The analysis result data 745 includes an analysis parameter value 746 and a found problem type list 747. The analysis parameter value 746 is a parameter value describing the judgment requirement 521 of the analysis criteria data 520 (see FIG. 13). The analysis result data 745 may also include, as appropriate, a parameter value describing the improvement judgment requirement 543 of the improvement judgment criteria data 540 (see FIG. 14).

[0200] The instruction selection setting data 750 is prepared for each problem identified by the analysis, and stores the contents selected and set for the problem on the instruction selection screen W5 (see FIG. 5). Specifically, one instruction selection setting data 750 includes a problem type 751, a responsible instruction player account 752, and an applied instruction type 753. Of course, other data than these may also be included as appropriate.

[0201] The instruction mode progress control data 760 stores information related to progress control of the instruction mode. For example, it includes an instruction mode player account 761, an operation right setting player account 762 for proxy play, control data by game progress unit 763 (data structure is the same as the data of the same name in the play history data 620: see FIG. 3), and an instruction effort equivalent value 764. Of course, other data may also be included as appropriate. For example, if the instruction type is "additional display of a display object", control information such as the type of display object and its display position will also be included as appropriate.

[0202] Returning to Fig. 12, improvement judgment control data 780 is created when improvement judgment is performed, and stores various data necessary for improvement judgment. The improvement judgment control data 780 stores, for example, a target problem ID indicating a problem to be judged for improvement, improvement judgment parameter values ​​(for example, parameter values ​​for describing each of operation input situation difference condition 543b to effort equivalent value difference condition 543e) which are parameter values ​​for judging improvement judgment requirement 543 (see Fig. 14), and improvement certification points. Of course, data other than these may also be stored as appropriate.

[0203] The privilege granting control data 782 is created when a step related to granting a privilege is executed, and stores various data related to the control of granting a privilege. For example, the privilege granting control data 782 includes a target problem ID indicating which problem the privilege granting control is to be performed for, improvement certification points which are the results of the improvement judgment, and a grant requirement determination parameter value for determining whether the privilege grant requirement 552 (see FIG. 15) is satisfied. Of course, data other than these may also be included as appropriate. The grant requirement determination parameter value stores the parameter values ​​of the sub-conditions describing the privilege grant requirement 552 in a predetermined order.

[0204] The training player ranking data 790 is created for each player who has performed a training action. One training player ranking data 790 stores, for example, a training player account, total acquired training points, and a ranking position in association with each other.

[0205] 19 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0206] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by a user to the device processing unit 200. For example, this can be realized by a push switch, a joystick, a touch pad, a track ball, an acceleration sensor, a gyro, a CCD module, etc. Examples of this include the direction input key 1502, the button switch 1504, and the touch panel 1506 in Fig. 2.

[0207] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the terminal storage unit 500. It executes various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100, to control the operation of the player terminal 1500. This corresponds to the control board 1550 in FIG. 2.

[0208] The terminal processing unit 200 in this embodiment has a player terminal calculation unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .

[0209] The player terminal calculation unit 260 performs control to realize the function of the player terminal 1500 as a client device that communicates with the server system 1100. Specifically, the player terminal calculation unit 260 includes an operation signal transmission control unit 261 and an image display control unit 262.

[0210] The operation signal transmission control unit 261 executes processing for transmitting various data and requests to the server system 1100 in response to operations performed on the operation input unit 100 .

[0211] The image display control unit 262 performs control for displaying a game screen, various operation screens, and the like, based on various data received from the server system 1100 .

[0212] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.

[0213] The sound generation unit 290 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.

[0214] The sound output unit 390 is realized by a device that outputs (emits) sound based on the sound signal input from the sound generation unit 290. This corresponds to the speaker 1510 in FIG.

[0215] The image generation unit 292 performs image generation, image composition, and output of image signals for displaying them on the image display unit 392, based on the processing result of the image display control unit 262. In the example of Fig. 2, this corresponds to a GPU (Graphics Processing Unit) and a graphics controller mounted on the control board 1550.

[0216] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.

[0217] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.

[0218] The communication unit 394 realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.

[0219] In this embodiment, images of the game screen and various screens are generated by the server system 1100, but they may also be generated by the player terminal 1500. In this case, the image display control unit 262 controls objects arranged in a virtual three-dimensional space for generating 3DCG, for example, and the image generation unit 292 renders the 3DCG and executes various controls for generating the game screen.

[0220] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 2, these correspond to the IC memory 1552 and memory card 1540 mounted on the control board 1550. A configuration using online storage is also possible.

[0221] Specifically, the terminal storage unit 500 records a client program 502 for causing the terminal processing unit 200 to function as the player terminal calculation unit 260, operation input data 690, and a current date and time 800. Of course, data other than these can also be stored as appropriate.

[0222] Next, the operation of the game system 1000 will be described. 20 is a flowchart for explaining the flow of processing executed by the server system 1100. It is assumed that the trainee player 2a and the player who can become the instructor player 2b are in a logged-in state. To facilitate understanding of the invention, the following description is based on the assumption that the player is a starting player who will soon start playing the game and is playing the game for the first time.

[0223] The server system 1100 accepts a mode selection of a game play mode (step S12). This corresponds to a process related to displaying the mode selection screen W4 (see FIG. 4) on the player terminal 1500 of the starting player and acquiring the result of the selection operation input.

[0224] If the mode selection results in standard mode (standard in step S14), the server system 1100 executes game progress control in standard mode to realize game play (step S16), and saves the play history data 620 (see FIG. 3) after the game ends (step S18).

[0225] Next, the server system 1100 refers to the problem registration data 650 (see FIG. 16) in the user management data 600 of the start player to determine whether there are any unresolved problems. If there are any unresolved problems (YES in step S20), the server system 1100 executes loop A for each problem that has been advised but is not yet resolved (steps S70 to S84).

[0226] It is assumed that the start player is playing the game for the first time, and therefore, although the first game play has ended at this stage, the start player has not received any instruction, and therefore loop A is skipped.

[0227] The server system 1100 executes a game end process (step S90) and ends the series of processes.

[0228] Now, assuming that the same player plays the game for the second or subsequent time, the process flow will be further explained. Each time the same player plays the game for the second or subsequent time, play history data 620 is saved (step S18), but since the player has not yet received any instructional action, loop A is skipped and the process flow ends (NO in step S20).

[0229] As a result of playing the game several times, the player becomes aware of his / her weak points. If the player feels that he / she would like to receive guidance from someone, the player selects the "guidance mode" in the mode selection. If the result of the mode selection is the "guidance mode" (guidance in step S14), the server system 1100 executes the guidance mode process (step S30).

[0230] FIG. 21 is a flowchart for explaining the flow of the instruction mode process. In this process, the server system 1100 analyzes the past game play of the starting player (the trainee player 2a) (step S32). Specifically, a predetermined number of play history data 620 starting from the most recent play time are analyzed to determine an analysis parameter value. If there are multiple analysis targets, an analysis parameter value is determined for each of them, and the statistical value (for example, the average value, the median value, or the maximum or minimum value depending on the content represented by the analysis parameter value) is set as the current analysis parameter value 746 (see FIG. 18). Then, the server system 1100 searches for the analysis reference data 520 (see FIG. 13) in which the judgment requirement 521 is satisfied, and sets the problem type 523 in the determined problem type list 747 (see FIG. 18).

[0231] Next, the server system 1100 compares the determined problem type list 747 with the problem registration data 650 of the starting player (the trainee player 2a), and if there is any problem not registered in the determined problem type list 74, creates new problem registration data 650 (step S34).

[0232] Next, the server system 1100 displays the instruction selection screen W5 on the player terminal 1500, and presents the identified problems to the starting player (the trained player 2a) (step S36).

[0233] The server system 1100 also determines the training player 2b and training method to be presented as default for each presented problem on the training selection screen W5 (step S38). Specifically, the server system 1100 selects training player candidates according to the training player candidate selection condition data 530 (see FIG. 12) in which the type of the presented problem matches the target problem type, and sets one of them as the default. Also, the recommended training type 527 of the analysis standard data 520 in which the presented problem is set in the problem type 523 is set as the default training method (see FIG. 13). Then, the server system 1100 accepts the selection of the training player 2b and the type of training action (training type) for each problem (step S40).

[0234] That is, through steps S36 to S40, the instruction selection screen W5 (see FIG. 5) is displayed on the player terminal 1500a of the starting player. Then, in response to an operational input on the screen by the start player, the server system 1100 appropriately sets and changes the instruction selection setting data 750 (see FIG. 18).

[0235] Next, the server system 1100 executes a loop B for each question for which the training player 2b has been selected (for which the player has not refused to receive training) (steps S50 to S60).

[0236] In loop B, the server system 1100 creates a shared play environment in which the instructor player in charge of the problem being processed in loop B is treated as a guest player (step S52), and performs an instruction action of the type indicated by the applicable instruction type 753 in response to operational input on the player terminal 1500b of the instructor player in charge (step S54).

[0237] For example, when the applied instruction type 753 is "substitute play", the server system 1100 changes the operation right of the player character 4 from the starting player (trainee player 2a) to the responsible instructor player 2b to enable the substitute play. When the applied instruction type 753 is "additional display of display object", the operation right of the player character 4 remains the start player (trainee player 2a) and an additional display object 56 (see FIG. 7) is displayed on the game screen in response to the display operation of the display object by the responsible instructor player 2b.

[0238] The game progress unit executed in the instruction mode is determined according to the content of the problem to be processed. For example, in a side-scrolling action game, if the problem is "failure to avoid flying obstacles" and flying obstacles appear in the entire game progress unit, in step S54, proxy play may be enabled throughout the entire game progress unit, and proxy play may be started when an instruction request operation icon 54 (see FIG. 6) is detected. Alternatively, proxy play may be performed in response to an instruction request operation for a predetermined number of game progress units from the beginning. Also, if the problem is "unable to defeat the boss character in the third stage," play may be started from the third stage, and proxy play may be executed in response to an instruction request operation.

[0239] Then, when the instruction mode is realized in the game progress unit corresponding to the problem to be processed, the server system 1100 calculates the instruction effort equivalent value 764 (see FIG. 18) for this instruction (step S56), saves the instruction history data 770 (see FIG. 8) (step S58), and ends loop B (step S60).

[0240] Then, when loop B has been executed for all problems for which guidance has been requested, the server system 1100 awards guidance points to the training player 2b as a reward for this guidance (step S62), ends the guidance mode processing, and ends the series of processes.

[0241] The instruction points given in step S62 are given by the operator of the game system 1000, but the points can also be paid by the trainee player 2a. In this case, the amount of the instruction points to be paid can be deducted from the payment fund balance 607 (see FIG. 16) of the trainee player 2a.

[0242] The trained player 2a, who has received the training, plays the game in the standard mode after the training in order to make the contents of the training his or her own (see FIG. 9). Returning to Fig. 20, in the standard mode after training, the server system 1100 also performs the same processing as before training (steps S12 to S16), and when the game play ends, saves the play history data 620 of the game play that would have reflected the results after training (step S18). Thus, the play history data 620bt before training, the training history data 770, and the play history data 620at after training related to the starting player (trainee player 2a) are saved in the server system 1100 (see Fig. 10).

[0243] Since it is unclear at this stage whether the problems identified from the play history data 620bt before the training have been resolved by the game play after the training, the server system 1100 determines that the starting player (trained player 2a) has an unresolved problem (YES in step S20) and executes loop A (steps S70 to S84).

[0244] In loop A, the server system 1100 calculates a parameter value for improvement judgment for judging improvement regarding the problem to be processed (step S72). Specifically, the server system 1100 searches for standard data from the improvement judgment criteria data 540 (see FIG. 14) in which the problem type condition 543a of the improvement judgment requirement 543 matches the type of problem to be processed, and determines improvement judgment parameter values ​​(for example, parameter values ​​for describing each of the operation input status difference condition 543b through effort equivalent value difference condition 543e) to determine whether the improvement judgment requirement 543 of the standard data is satisfied.

[0245] The server system 1100 then uses the obtained parameter value for improvement judgment to judge the improvement (step S74). Specifically, if the improvement judgment requirement 543 of the retrieved improvement judgment standard data 540 is not satisfied, it is not judged that the player has improved. If it is satisfied, the result of the judgment of the improvement certification points 541 of the retrieved improvement judgment standard data 540, that is, the result of the judgment is stored in the privilege granting control data 782 (see FIG. 12) as one of the parameter values ​​for judging the requirement for granting the privilege.

[0246] The server system 1100 also awards the improvement reward coaching points 545 (see FIG. 14) of the improvement judgment criteria data 540 that have been judged to have improved to the player in charge of training (step S76). The coaching points awarded in this step are awarded by the operator of the game system 1000, but the points can also be paid by the trained player 2a. In this case, the amount of the coaching points to be paid can be deducted from the payment fund balance 607 (see FIG. 16) of the trained player 2a.

[0247] Depending on the improvement judged, the problem being judged is deemed to have been resolved. In that case, the server system 1100 sets the resolution flag 656 of the problem registration data 650 (see FIG. 16) of the problem being processed to "1" to flag it (step S78).

[0248] Next, the server system 1100 calculates parameter values ​​(parameter values ​​for describing the required time length condition 552c to the frequency condition 552h) for determining the bonus granting requirement 552 (see FIG. 15) (step S80).

[0249] Then, if there is a privilege definition data 550 in which the privilege granting requirement 552 is satisfied and the privilege ID 5551 is not registered in the granted privilege ID list 655 of the problem to be processed among the problem registration data 650 of the trained player 2a, the server system 1100 grants a privilege according to the definition data (step S82). That is, according to the setting of the privilege grant target setting 553, the standard privilege 554 and the additional privilege 555 are granted to the trained player 2a and the training player 2b. Then, the privilege ID 551 is added to the granted privilege ID list 655.

[0250] When the server system 1100 has executed loop A for all problems related to the starting player that have been advised but not yet solved, it executes a game end process (step S90) and ends the series of processes.

[0251] As described above, according to this embodiment, it is possible to provide a technology that brings sustainability to a system of assistance and guidance that utilizes shared play.

[0252] Specifically, the game system 1000 (particularly the server system 1100) can switch between a standard play mode for enjoying game play as before and a teaching mode for implementing teaching actions through shared play as a control pattern for the game.

[0253] The game system 1000 analyzes the play of the trained player 2a, accepts a request from the trained player 2a to receive instruction based on the analysis result, and executes control in the instruction mode if there is a request.Then, the game system 1000 compares the analysis results before and after the instruction to determine whether the trained player has improved before and after the instruction, and if the player has improved, gives a privilege to the trained player 2a and the training player 2b.

[0254] For the trainee player 2a, the reward is a reward for improvement, and for the instructor player 2b, it is a reward for success in achieving improvement. Therefore, the trainee player 2a is given the motivation to practice and improve on his own after the instruction. If the trainee player 2a improves as a result, he will want to receive instruction again if another problem arises. Also, the instructor player 2b will be motivated to try instruction again. Therefore, it is possible to bring sustainability to the system of assistance and instruction using shared play.

[0255] Second Embodiment Next, a second embodiment will be described. Comparing the second embodiment with the first embodiment, the difference is that in the first embodiment, each function of game management is realized by the server system 1100, but in the second embodiment, game management is realized by the player terminal 1500. In the following, differences from the first embodiment will be mainly described, and components similar to those in the first embodiment will be given the same reference numerals as in the first embodiment, and duplicated explanations will be omitted.

[0256] 22 is a functional block diagram showing an example of the functional configuration of a player terminal 1500B in this embodiment. The player terminal 1500B in this embodiment has a game management unit 210B and an instructor player terminal control unit 240 instead of the player terminal calculation unit 260 in the first embodiment.

[0257] The game management unit 210B corresponds to the game management unit 210 in the first embodiment, and realizes the function of the player terminal 1500a of the trained player 2a. However, the function of the ranking management unit 238 is also assumed to be in the server system 1100 in this embodiment.

[0258] Specifically, in the standard mode, the game management unit 210B controls the game progress on its own machine and also judges the improvement. Regarding the awarding of a bonus, the game management unit 210B exchanges various data (e.g., parameter values ​​related to the training player 2b among the parameter values ​​for judging the bonus awarding requirements 552) with the server system 1100 as necessary, and when it has determined the bonus to be awarded, requests the server system 1100 to award a bonus to the training player 2b. Alternatively, it requests the server system 1100 for information for establishing a peer-to-peer communication connection with the training player 2b, and after the peer-to-peer connection is established, requests the player terminal 1500B of the training player 2b to award a bonus.

[0259] Regarding the training mode, the game management unit 210B establishes a peer-to-peer communication connection with the player terminal 1500B of the guest player (training player 2b) to realize shared play. To this end, the game management unit 210B acquires, from the server system 1100, for example, information on the exchange of account and pass information between the host player and the guest player to establish a peer-to-peer connection with the player terminal 1500b of the training player 2b, information on the selection of a training player, and the like.

[0260] When the teaching player terminal control unit 240 is connected to the player terminal 1500a of the trained player 2a as a guest player, it accepts operational input by the user of the player terminal to perform teaching actions as the teaching player 2b, and realizes the exchange of various information including information of the operational input with the player terminal 1500B of the trained player 2a.

[0261] Furthermore, with regard to referencing or updating the data in the user management data 600, the game management section 210B makes a request to the server system 1100 each time.

[0262] As shown in FIG. 23, the terminal storage unit 500 of this embodiment stores a game program 506, game initial setting data 510, analysis criteria data 520, training player candidate selection condition data 530, improvement determination criteria data 540, bonus definition data 550, standard mode control data 700, training mode control data 740, training history data 770 in which the player using the player terminal is the trained player 2a, improvement determination control data 780, bonus granting control data 782, and a current date and time 800.

[0263] The game program 506 is stored in place of the client program 502. By executing this program, the terminal processing unit 200 can implement a game management unit 210B and an instruction player terminal control unit 240.

[0264] The game initial setting data 510 to the bonus definition data 550 may be downloaded from the server system 1100 in advance and stored, or a reference request may be made to the server system 1100 as appropriate each time reference is required to obtain the necessary data.

[0265] The process flow in the player terminal 1500B of this embodiment is similar to the process flow in the server system 1100 in the first embodiment (see FIGS. 20 and 21). That is, the process execution subject in the process flow in the server system 1100 in the first embodiment should be replaced with the player terminal 1500B.

[0266] According to this embodiment, the same effects as those of the first embodiment can be obtained.

[0267] [Modifications] Although the embodiment to which the present invention is applied has been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and constituent elements can be added, omitted, or modified as appropriate.

[0268] (Variation 1) For example, in the first embodiment, an example is shown in which the server system 1100 has the functions of the game management unit 210, and in the second embodiment, an example is shown in which the player terminal 1500a of the trained player 2a has the functions of the game management unit 210, but an intermediate configuration is also possible. That is, based on the first embodiment, a configuration can be adopted in which a part of the functions of the game management unit 210 is executed by the player terminal 1500a of the trained player 2a. Conversely, based on the second embodiment, a configuration can be adopted in which a part of the functions of the game management unit 210B is executed by the server system 1100. Alternatively, a configuration can be adopted in which a part of the functions of the game management unit 210B is executed by the player terminal 1500b of the training player 2b in the server system 1100.

[0269] (Variation 2) In the above embodiment, the default teaching method for each problem is automatically determined, but the trainee player 2a can change the default selection, but this is not limited to the above. Similarly, the default may be automatically determined, but the training player 2b can change the selection. In that case, for example, a step may be provided in which, immediately after the start of processing of loop B, options for teaching methods are presented on the player terminal 1500b of the training player 2b in charge of the problem to be processed, and a selection by the training player is accepted.

[0270] (Variation 3) In the above embodiment, the shared play environment is not used in the standard mode, and is used in the training mode. However, a configuration in which common play is possible even in the standard mode is also possible.

[0271] (Variation 4) In the above embodiment, the trainee player 2a selects the training player 2b, but the training player 2b may select the person he or she will train, that is, the trainee player 2a.

[0272] Specifically, based on the first embodiment, the server system 1100 (the training player selection unit 226) accepts registration of players who want to receive training, manages registration information, and matches the registered players (candidates for training players) with the problems of the trained players 2a who have selected the training mode, thereby determining the training player who will take charge of the problems. Furthermore, the server system 1100 (the training player selection unit 226) presents, at the time of matching, a list of information on the problems of the matching candidates (e.g., problem type, a list of benefits expected to be given when the player improves, etc.) and information on the trained player 2a (e.g., player level, number of times the player has received training on the same problem in the past, etc.) on the player terminal 1500b of the registered players (candidates for training players). Then, the server system 1100 may accept the selection of a problem to be taught by the registered players (candidates for training players) from the list, and perform matching.

[0273] (Variation 5) Furthermore, the present invention can be applied regardless of the type of contract or purchase of the game. For example, the present invention can be applied even when there are two types of contracts related to the game provision service: a provisional contract for trial use and a full contract. The full contract includes the purchase of game software by download (a lump sum or installment purchase of permanent play rights), the package purchase of an information storage medium on which the game software is recorded, and a subscription contract.

[0274] More specifically, when a user who received instruction during a provisional contract renews the contract with a full contract, a configuration can be added in which a reward is given to the instruction player 2b who has given the instruction to the user.

[0275] Also, when based on the first embodiment, information indicating the history of the contract type is included in the user management data 500. Then, the server system 1100 is configured to execute a first additional step before step S12 of checking the history of the contract type of the starting player and detecting that this is the first play after the contract type has been changed from a provisional contract to a formal contract, and a second additional step of giving a given reward to the training player who has trained the starting player if this is detected in the step.

[0276] In other words, a configuration can be realized in which a trained player whose contract form for game play satisfies a given form change condition (changed from a provisional contract to a formal contract) is detected, and a given reward is awarded to the training player who has trained the trained player. [Explanation of symbols]

[0277] 2a…Teacher 2b…Instructor player 10...Standard mode selection icon 12…Guidance mode selection operation icon 20…Problem presentation section 21…Problem type display 23...Instruction player display 24…Instructor candidate display operation icon 25…Instruction method display 26…Teaching method candidate display operation icon 30... Coaching player candidate list 34…List of teaching methods 54…Guidance request operation icon 200s…Server processing section 210…Game Management Department 212...play history storage control unit 214…Analysis Department 216…Reception 220...Progress control unit 222...Standard mode control section 224...Instruction mode control unit 226…Leadership Player Selection Division 228… Guidance Type Decision Department 230…Progression Assessment Section 232...Instruction labor equivalent value calculation section 234...Frequency determination unit 236...Benefit granting control unit 238…Ranking Management Department 500s…Server storage 501...Server program 510... Game initial setting data 520…Analysis standard data 523…Problem type 527…Recommended types of instruction 530... Data on selection conditions for training player candidates 540…Improvement criteria data 550…Benefit definition data 554...Standard benefits 600...User management data 620...Play history data 650…Problem registration data 700...Standard mode control data 740…Instruction mode control data 745…Analysis result data 770…Training history data 780…Improvement judgment control data 782…Benefit granting control data 1000…Game System 1100...Server system 1500…Player terminal W4…Mode selection screen W5…Instruction selection screen

Claims

1. A computer system for controlling execution of a teaching mode in which a teaching player performs a given teaching action on a given game to a taught player, comprising: an analysis means for analyzing a game play of the game by the trained player; an improvement determination means for determining whether or not the game play of the trained player has improved based on a pre-analysis result obtained by the analysis means before the training mode is executed and a post-analysis result obtained by the analysis means after the training mode is executed; a privilege giving control means for giving a given privilege to the training player and / or the trained player based on a result of the determination by the improvement determination means; A computer system comprising:

2. There are several types of instructional actions with different teaching methods, a training mode control means for determining a type of the training action in the training mode based on a selection operation of the training player or the trained player, and for controlling execution of the training mode in accordance with the determined type of the training action; The computer system of claim 1 further comprising:

3. the privilege granting control means variably controls a privilege to be granted based on a type of the training action in the training mode.

3. The computer system of claim 2.

4. the analysis means analyzes an operation input situation of a specific command or a specific action by the trained player (hereinafter referred to as a "specific operation input situation"); the improvement determination means determines the improvement based on the specific operation input situation included in the pre-analysis result and the specific operation input situation included in the post-analysis result. A computer system according to any one of claims 1 to 3.

5. A frequency determination means for determining whether or not the play participation status of the trained player after the training mode is executed has become more frequent than the play participation status before the training mode is executed. Further comprising: the benefit giving control means gives a given benefit to the training player and / or the trained player when the frequency determining means makes a positive determination. A computer system according to any one of claims 1 to 4.

6. the analysis means calculates an effort equivalent value representing an effort required for the trained player to complete a specific progress unit of the game, the improvement determination means determines the improvement based on the effort equivalent value included in the pre-analysis result and the effort equivalent value included in the post-analysis result. A computer system according to any one of claims 1 to 5.

7. the improvement determination means determines the improvement based on whether or not a given objective set during the game has been achieved; A computer system according to any one of claims 1 to 6.

8. the privilege granting control means variably controls the privilege to be granted based on the time length of the instruction mode; A computer system according to any one of claims 1 to 7.

9. The improvement determination means determines the degree of improvement and / or the improved event (hereinafter collectively referred to as "improvement content"); The privilege granting control means variably controls the privilege to be granted based on the improvement content determined by the improvement determination means. A computer system according to any one of claims 1 to 8.

10. the analysis means analyzes problems in game play of the trained player, The improvement determination means determines the improvement content for each of the problem areas, The privilege granting control means variably controls the privilege to be granted based on the improvement details for each of the problems determined by the improvement determination means.

10. The computer system of claim 9.

11. the analysis means analyzes problems in game play of the trained player, a training mode control means for selecting the training player based on the problem included in the result of the preliminary analysis and controlling execution of the training mode by the selected training player; The computer system of claim 1 further comprising:

12. When the preliminary analysis result includes a plurality of problems, the teaching mode control means accepts a selection operation of the trainee player, and selects the teaching player based on the problem selected based on the selection operation of the trainee player.

12. The computer system of claim 11.

13. the reward granting control means variably controls the reward to be granted based on the problem; 13. A computer system according to claim 11 or 12.

14. Standard benefits are set according to the type of problem, the reward granting control means determines a reward to be granted based on the standard reward corresponding to the type of the problem; 14. The computer system of claim 13.

15. the benefit provision control means variably controls the benefit to be provided based on the time length of the instruction mode or the number of times the instruction mode is performed, which is required until the improvement determination means determines that the player has improved with respect to the problem. A computer system according to any one of claims 11 to 14.

16. the privilege granting control means variably controls the privilege to be granted based on the relationship between the training player and the trained player. A computer system according to any one of claims 1 to 15.

17. the benefit provision control means variably controls the benefit to be provided based on the play level of the training player and / or the play level of the trained player. A computer system according to any one of claims 1 to 16.

18. The computer system is a server system that is communicatively connected to the player terminals of each player. A computer system according to any one of claims 1 to 17.

19. a player terminal for each player; A computer system according to any one of claims 1 to 17, which is a server system connected in communication with the player terminal; A game system comprising:

Citation Information

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