Program and system

By using pre-learned AI generation model in the game process, some object story data are generated in advance and displayed at the appropriate time, the problem of excessive load in AI processing is solved, improving the immediacy of the game and user excitement.

JP7626896B1Active Publication Date: 2025-02-04COLOPL
View PDF 12 Cites 0 Cited by

Patent Information

Application Number
JP2024088152
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-30
Publication Date
2025-02-04
Estimated Expiration
2044-05-30

AI Technical Summary

Technical Problem

In the prior art, when generating objects and memorizing stories, AI processing load is too heavy, resulting in increased user waiting time and reducing game excitement.

Method used

When generating objects to memorize stories, use pre-learned AI generation model to generate part of the story data in advance based on key events and data in the game process, and display it at the appropriate time to reduce the AI ​​processing load and waiting time.

Benefits of technology

By generating some story data in advance, the processing load and cost of AI servers is reduced, the user experience is improved, and the immediacy and excitement of the game is enhanced.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007626896000001_ABST
    Figure 0007626896000001_ABST
Patent Text Reader

Abstract

The purpose is to increase interest. The program causes a computer to function as a generating means for inputting the acquired detailed data of an object into a trained model that has been trained in advance, and generating story data related to the object. The generating means causes the trained model to generate the story data at a predetermined timing after at least a part of the detailed data is determined and before a first operation is performed to instruct display of a first screen including the story data.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a program and a system. [Background technology]

[0002] Conventionally, technology has been known that converts objects acquired in games into NFTs (Non-Fungible Tokens) (see, for example, Patent Document 1). This allows the acquired objects to be made public as part of a collection, or to increase their value when traded between users. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7453322 Summary of the Invention [Problem to be solved by the invention]

[0004] One way to further increase the value of an object is to give it a backstory. By using AI to generate a backstory, we can expect to generate unique backstories.

[0005] From the perspective of reducing the processing load of the generation AI, it is desirable to instruct the generation AI to process the backstory when it becomes necessary. However, since the generation AI requires a certain amount of time to process, instructing the generation AI when the user wants to check the backstory may result in waiting time and reduce interest.

[0006] Therefore, an object of the present invention is to improve interest. [Means for solving the problem]

[0007] In order to solve the above problem, the program according to the present invention causes a computer to: Generation AI and causing the object to function as a generating means for generating story data related to the object by inputting the detailed data to the object, the generating means generating story data related to the object after at least a part of the detailed data is determined and before a first operation is performed to instruct display of a first screen including the story data. To , the above Generation AI generates the story data. Effect of the Invention

[0008] According to the present invention, interest is increased. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing an overview of a system according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a diagram illustrating a hardware configuration of a server. [Diagram 3] This is a conceptual diagram of the AI ​​learning process (A) and generation process (B). [Figure 4] FIG. 1 is a diagram showing a neural network that realizes AI. [Diagram 5] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 6] FIG. 2 is a functional block diagram of a game server. [Figure 7] This is a typical flow of the game that the system realizes. [Figure 8] These are examples of field data (A), situation data (B), and detailed data (C). [Figure 9] 13 is an example of a mining screen. [Figure 10] These are examples of the polishing screen (A) and the gemstone details screen (B). [Figure 11] 4 is an example of a story screen and story data. [Figure 12] FIG. 2 shows main screen transitions in the game. [Figure 13]10 is a flowchart of a story generation process according to the present embodiment. [Figure 14] 13A shows a flowchart of a story generation process, and FIG. 13B shows a modified example of an excavation screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] The system 1 according to the embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention is embodied, and the scope of the present invention is not limited to the scope of the embodiment. Therefore, the present invention can be implemented by making various changes to the embodiment.

[0011] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10, an AI server 16, and a plurality of user terminals 20. Although three user terminals 20 are shown in FIG. 1, the number of user terminals 20 included in the system 1 is not limited to this. The game server 10, the AI ​​server 16, and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.

[0012] The system 1 according to this embodiment is a game system that realizes a game on a user terminal 20. Hereinafter, a user who operates the user terminal 20 to play a game will be referred to as a "player." Furthermore, a player of the user terminal 20A will be referred to as a "player A," a player of the user terminal 20B as a "player B," and a player of the user terminal 20C as a "player C."

[0013] The game realized by the system 1 is, for example, an online game in which the game server 10 and the multiple user terminals 20 communicate with each other, and the multiple user terminals 20 progress synchronously. However, the game may also be an offline game that is completed on one user terminal 20. As one example, the game realized by the system 1 may be a cooperative game in which multiple players cooperate to achieve a goal (for example, moving to a destination, defeating an enemy character, obtaining an item). As another example, the game realized by the system 1 may be a competitive game in which multiple players compete against each other.

[0014] Furthermore, the game realized by the system 1 progresses, for example, in a three-dimensional virtual space. More specifically, the game realized by the system 1 progresses by moving an avatar in the virtual space. Note that the game realized by the system 1 is not limited to being entirely in a three-dimensional virtual space, and part of the game may progress in two dimensions (for example, an icon or command selection screen). Also, the game realized by the system 1 is not limited to being entirely in a three-dimensional virtual space, and may progress on a two-dimensional plane.

[0015] Note that a game is an example of a "service" that provides content to a user. However, a specific example of a service is not limited to a game, and may be a virtual reality (VR) space in which multiple players communicate with each other via avatars.

[0016] [Game Server 10 Configuration] FIG. 2 is a hardware configuration diagram of the game server 10. The game server 10 realizes an online game by synchronizing game data of each of a plurality of user terminals 20. The game server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in FIG. 2, the game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the game server 10 is connected to a communication bus 19.

[0017] The processor 11 realizes processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.

[0018] The memory 12 temporarily holds a server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.

[0019] The storage 13 permanently holds the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the game server 10 as an external storage device instead of being built into the game server 10. With this configuration, for example, in a scene where a plurality of user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.

[0020] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, a sensor, etc. to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other terminals.

[0021] The communication interface 15 communicates with other devices (e.g., the AI ​​server 16 and the user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a Local Area Network (LAN), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0022] [AI Server 16 Configuration] The AI ​​server 16 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. The AI ​​server 16 realizes AI (Artificial Intelligence) 16 including a trained model. As an example, the AI ​​server 16 may be equipped with a dedicated AI optimized for the game provided by the game server 10. In this case, the game server 10 and the AI ​​server 16 may be realized by a single piece of hardware. As another example, the AI ​​server 16 may be equipped with a general-purpose AI that can be used for various purposes. The configuration of the AI ​​16 is already well known, so a detailed description will be omitted, but for example, it is configured as follows.

[0023] FIG. 3 is a conceptual diagram of the learning process (A) and the generation process (B) by the AI ​​16. FIG. 4 is a diagram showing a neural network 18 that realizes the AI ​​16. The AI ​​16 mounted on the AI ​​server 16 is a so-called "generation AI" that processes input data and generates output data. The AI ​​16 executes the learning process shown in FIG. 3(A) and the generation process shown in FIG. 3(B). The AI ​​16 also generates output data from the input data using, for example, a neural network 18 shown in FIG. 4.

[0024] As shown in FIG. 3(A), the AI ​​16 includes a learning model 17a. The learning model 17a refers to the neural network 18 before the learning process is performed. The learning model 17a becomes a trained model 17b by learning data including input data and correct answer data. The input data refers to data input to the AI ​​16. The correct answer data refers to data that should be output when the input data is input. By inputting a plurality of learning data to the learning model 17a, the neural network 18 is optimized as described below, and becomes the trained model 17b.

[0025] As shown in FIG. 3(B), the trained model 17b generates and outputs output data by inputting input data to the neural network 18. The input data and output data may be in any format, such as text, image, or audio. The input data and output data may also be in different formats. On the other hand, the format of the correct answer data is the same as the format of the output data.

[0026] 3A may be executed not only for the learning model 17a but also for the trained model 17b. Also, the AI ​​16 does not need to learn using the input data and correct answer data actually used in the present invention, and may learn using general-purpose learning data. Furthermore, the learning process executed by the AI ​​16 is not limited to "supervised learning" in which input data and correct answer data are input, but may be "unsupervised learning" in which correct answer data is not input, or may execute reinforcement learning, transfer learning, or the like.

[0027] As shown in FIG. 4, the neural network 18 of the learning model 17a or the trained model 17b is composed of an input layer L1 composed of a plurality of nodes I1, I2, and I3, an intermediate layer L2 composed of a plurality of nodes H1, H2, H3, H4, and H5, and an output layer L3 composed of a plurality of nodes O1, O2, and O3. In the example of FIG. 4, the number of nodes in the input layer L1 and the output layer L3 is the same, but the number of nodes in the input layer L1 and the output layer L3 may be different. The neural network 18 may also have a plurality of intermediate layers L2. Furthermore, FIG. 4 shows a fully connected neural network 18 in which a plurality of nodes constituting each layer L1, L2, and L3 are connected to all nodes in the adjacent layer, but the structure of the neural network 18 is not limited to this.

[0028] The learning process is a process of adjusting the weighting coefficients and biases of each node so that correct data is output from the output layer L3 when input data is input to the input layer L1. The generation process is a process of generating output data by processing the input data input to the input layer L1 using weighting coefficients and biases previously adjusted for each node, and outputting the output data from the output layer L3.

[0029] However, the specific example of the processing by the AI ​​16 described above is merely an example, and the AI ​​server 16 can employ various well-known methods. As another example, the AI ​​16 may have a network structure such as a Convolutional Neural Network (CNN). As yet another example, the network structure may have a configuration such as a Large Language Model (LLM), a Recurrent Neural Network (RNN), or a Long Short-Term Memory (LSTM). In other words, the AI ​​16 may have a network structure other than deep learning.

[0030] [Configuration of user terminal 20] The user terminal 20 is realized, for example, as an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.

[0031] Fig. 5 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 5, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, a position sensor 42, and an operation device 43 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.

[0032] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the game server 10. The storage 23 also stores a terminal program 23P.

[0033] The monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1 for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing the monitor 31. The camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and captures an image of the surroundings.

[0034] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into voice and outputs it to the user. Note that the user terminal 20 may include an earphone instead of the speaker 36.

[0035] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, a vibration sensor, or an acceleration sensor.

[0036] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is carried by the user, the location of the user terminal 20 corresponds to the location of the user who carries the user terminal 20. For example, the position sensor 42 acquires a signal from a global positioning satellite (GPS) and outputs information indicating the current location (hereinafter, referred to as "current location information"). A specific example of the current location information is not particularly limited, and may be, for example, a combination of the latitude and longitude of the current location. The user terminal 20 may calculate the number of steps, movement distance, and movement direction of the user using the detection results of the motion sensor 41 and the position sensor 42. The user's location may be specified by using values ​​detected by an external device (sensor). For example, it is possible to use the detection results of a photographing device or a position sensor (such as an infrared sensor) installed in a building. In addition, the user's location may be specified by having a plurality of terminals (devices) and sharing the detection results of the sensors between the devices.

[0037] The operation device 43 accepts input (operation) of commands by the user to the user terminal 20. The operation device 43 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. As another example, the user terminal 20 may include, as the operation device 43, a controller equipped with buttons, an operation stick, and the like.

[0038] [Game Server 10 Function Blocks] Fig. 6 is a functional block diagram of the game server 10. As shown in Fig. 6, the server program 13P loaded into the memory 12 causes the game server 10 (computer) to function as, for example, a progress means (acquisition means) 110, a determination means 120, and a generation means 130.

[0039] The progression means 110 progresses the game on the user terminal 20 by communicating with the user terminal 20 via the communication IF 15. More specifically, the progression means 110 synchronizes the game progressing on each of the multiple user terminals 20 by relaying game data (e.g., field data, avatar data, situation data, detailed data, story data) between the multiple user terminals 20.

[0040] Furthermore, the progression means 110 allows the player to obtain jewels (an example of an object) in the process of progressing the game on the user terminal 20. However, specific examples of objects are not limited to jewels, and include any object that can be obtained in a game, such as avatar skins, vehicles (e.g., cars, motorbikes, bicycles), equipment in a battle game (e.g., weapons, protective gear, accessories), tools in a sports game (e.g., golf clubs, tennis rackets), and furniture in a sandbox game (e.g., beds, tables, wallpaper).

[0041] Furthermore, the progression means 100 generates situation data in the process of progressing the game. The situation data is data indicating the situation when the gem (more specifically, the gemstone O) is acquired. The situation data includes, for example, the date of mining the gemstone O, the miner of the gemstone O, the location of the gemstone O, and the weather of the field at the time when the gemstone O is mined. However, the items included in the situation data are not limited to these, and may include any items indicating the situation of the game, field, and avatar at the time when the gemstone O is acquired (for example, the elapsed time from the start of mining to the discovery of the gemstone O, the number of players mining).

[0042] The determining means 120 determines the detailed data of the gemstone that the progression means 110 has caused the player to obtain, and generates the detailed data. The detailed data is, for example, data indicating an image of the gemstone's appearance, the type of gemstone (e.g., diamond, ruby), the size and weight of the gemstone (e.g., carat), the quality of the gemstone (e.g., accessory quality, jewelry quality, gem quality), and the type of cut (e.g., round brilliant cut, oval cut, princess cut). However, the items included in the detailed data are not limited to these, and may include any items that specify the object (e.g., appearance, function, properties).

[0043] It should be noted that the determination means 120 may determine multiple items included in the detailed data (e.g., an image of the gemstone's appearance, the type of gemstone, the size and weight of the gemstone, the quality of the gemstone, and the type of cut) simultaneously or at different times. As one example, the determination means 120 may first determine the image of the gemstone's appearance and the type of gemstone from the detailed data, and then determine the other items. As another example, the determination means 120 may first determine the size, weight, and quality of the gemstone, and then determine the other items later. However, the order and timing of determining the detailed data are not limited to the above examples.

[0044] The generating means 130 causes the AI ​​server 16 to generate story data for the gemstone acquired by the player. The story data is data that indicates the backstory of the gemstone. More specifically, the story data is data that includes the circumstances under which the gemstone (rough stone O) was acquired, the origin of the name of the gemstone, the characteristics of the gemstone, and the like. The story data may be in, for example, a text format, an image (video) format, an audio format, or a combination of these.

[0045] The generating means 130 may, for example, input at least a part of the detailed data generated by the determining means 120 to the trained model 17b to generate story data. More specifically, the generating means 130 may, for example, input the detailed data generated by the determining means 120 and the situation data generated by the progressing means 110 to the trained model 17b to generate story data. More specifically, the generating means 130 may, for example, input all items included in the detailed data and some items selected by lottery from a plurality of items included in the situation data to the trained model 17b to generate story data. However, the generating means 130 may input some of the items included in the detailed data (for example, items determined first by the determining means 120) to the trained model 17b. The generating means 130 may also further input other game data (for example, field data, avatar data) to the trained model 17b to generate story data.

[0046] [Details of the games that System 1 realizes] FIG. 7 shows a typical flow of a game realized by the system 1. FIG. 8 shows examples of field data (A), situation data (B), and detailed data (C). FIG. 9 shows an example of a mining screen. FIG. 10 shows examples of a polishing screen (A) and a gemstone details screen (B). FIG. 11 shows examples of a story screen and story data. Note that FIG. 7 shows a typical progression of the game, and the game is not limited to progressing in this order. Some of steps S11 to S16 in FIG. 7 may be executed in parallel.

[0047] The system 1 according to this embodiment provides a game in which, for example, an item (e.g., gemstone rough O) is obtained in a field F in which a mine is located, the obtained item is processed (e.g., the rough O is polished to produce gemstones), and the processed items (e.g., gemstones) are collected, exhibited, and traded. More specifically, the system 1 according to this embodiment is a game in which an avatar is operated (e.g., moved, excavated) in the field F shown in FIG. 7 to obtain a rough stone O (i.e., achieve one of the objectives of the game). Note that in this specification, the rough stone O and the gemstones produced from the rough stone O are described as the same "object."

[0048] The "field F" is, for example, a three-dimensional virtual space in which the game is set. In other words, the field F is a space in which an avatar can operate. In the field F according to this embodiment, at least a mine in which raw stones O are buried is placed. Furthermore, the field F may further include trees, buildings, rivers, ponds, and the like.

[0049] An "avatar" is, for example, a 3D object having a three-dimensional shape with three-dimensional coordinates. The avatar is an alter ego of the player that moves around the field F according to the player's operation through the operation device 43. However, specific examples of the avatar are not limited to those having a human shape, and may be animals, monsters, robots, vehicles, etc.

[0050] The game will be described below with a focus on the user terminal 20A. The avatar operated by player A will be referred to as "avatar A." Among the multiple avatars displayed on the user terminal 20A, the avatar A operated by player A of the user terminal 20A will be referred to as the "own avatar," and the avatars B and C operated by other players B and C will be referred to as "other avatars." Furthermore, the name of player A (avatar A) in the game will be "Amanda."

[0051] The server program 13P causes the game server 10 (one example of a computer) to execute the following process, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following process, whereby the game progresses synchronously on multiple user terminals 20. The game server 10 and the user terminal 20 identify an account to be used by the user before progressing through the game, and progress the game using the identified account. Note that, if multiple accounts are selectable, the game server 10 and the user terminal 20 identify an account to progress through from among the multiple accounts, and then progress the game. Hereinafter, the server program 13P (terminal program 23P) causing the game server 10 (user terminal 20) to execute a process will be simply expressed as "the game server 10 (user terminal 20) executes a process."

[0052] First, the user terminal 20A acquires one of a plurality of mines prepared in advance on the game server 10 in accordance with the operation of the player A via the operation device 43 (S11). As one example, the player A can acquire a mine by purchasing a tool (e.g., a pickaxe) for excavating the mine. As another example, the player A can acquire a mine by consuming an item (e.g., in-game currency, real currency). However, there may be mines that can be acquired without purchasing or consuming an item. The player A who acquires a mine is called the "owner" of that mine.

[0053] Field data for each of a plurality of mines is stored in the storage 13 of the game server 10. The game server 10 (progression means 110) then transmits the field data in which the mines are located, acquired by the player A, to the user terminal 20A via the communication IF 15. The user terminal 20A then loads the field data received from the game server 10 via the communication IF 25 into the memory 22. The user terminal 20A then displays on the monitor 31 an image captured by a virtual camera installed in the field F. As a result, the excavation screen shown in FIG. 9 is displayed on the monitor 31 of the user terminal 20A.

[0054] In addition to the three-dimensional shape of the field F, the field data includes, for example, as shown in Fig. 8(A), the mine name "Ox△ Mine", the owner's name "Amanda", the number of raw stones buried in the mine "3", and the positions of the raw stones in the mine "(x1,y1,z1), (x2,y2,z2), (x3,y3,z3)". Meanwhile, at this point, the detailed data of the gemstones generated by polishing the raw stone O has not yet been determined. Specific examples of items included in the field data are not limited to these.

[0055] Furthermore, the user terminal 20A operates the avatar A in a field F shown in FIG. 9(A), for example, in accordance with an operation received from the player A through the operation device 43. More specifically, the player A moves the avatar A in the field F, and has the avatar A excavate the mine using an item (e.g., a pickaxe, explosives) (S12). As a result, as shown in FIG. 9(B), a raw stone O buried in the mine may be discovered. Then, the game server 10 (progression means 110) generates situation data shown in FIG. 8(B), for example, in response to the player A acquiring the raw stone O, and stores the generated situation data in the storage 13.

[0056] The owner of the mine can recruit other players (scholars) to mine the mine. The scholars can mine the mine on behalf of the owner or together with the owner. In this case, the user terminal 20A transmits avatar data indicating the avatar A after the operation to the game server 10 through the communication IF 25. The game server 10 transmits the avatar data received from the user terminal 20A to the other user terminals 20B and 20C through the communication IF 15. Furthermore, the user terminals 20B and 20C operate the avatar A in the field F deployed in the memory 22 based on the avatar data received from the game server 10 through the communication IF 25. This causes the avatar A to operate synchronously in all the user terminals 20A to 20C. The same applies to the avatars B and C.

[0057] Next, the game server 10 (determination means 120) determines detailed data of the gemstone obtained from the rough stone O (S13), for example, as shown in Fig. 8(C) in response to the passage of a predetermined time (e.g., 24 hours) since Player A obtained the rough stone O (in other words, generated the situation data). As a game presentation, for example, a polisher (Non Player Character) polishes the rough stone O to obtain a gemstone, and the details of the gemstone are finalized for the first time at this point.

[0058] As one example, the game server 10 acquires a hash value updated by an external server at a predetermined time interval. Then, the game server 10 may determine detailed data corresponding to the acquired hash value from among a plurality of detailed data prepared in advance. As another example, the game server 10 may determine detailed data using a random number generated by a random number generator instead of acquiring a hash value from an external server.

[0059] The user terminal 20A may inform the player A of the remaining time until the detailed data of each of the acquired rough stones is determined, for example, through a grinding screen shown in Fig. 10(A). The grinding screen is a screen that shows the progress of grinding the rough stones acquired by the player A. In the example of Fig. 10(A), grinding (i.e., determination of detailed data) of the rough stone on the left side has been completed, and the remaining time until grinding of the central and right-most stones is completed is displayed.

[0060] In addition, the gemstones identified by the detailed data may be made into NFTs (Non-Fungible Tokens). In other words, the gemstones identified by the detailed data may be provided with unforgeable certificates of authenticity and ownership. This makes the gemstones acquired by Player A in the game unique objects that cannot be copied or tampered with. The specific process of making gemstones into NFTs is already well known, so a detailed explanation will be omitted.

[0061] Next, the game server 10 (generation means 130) causes the AI ​​server 16 to generate story data for the jewel specified by the detailed data (S14). Then, the game server 10 (generation means 130) receives the story data generated by the AI ​​server 16 via the communication IF 15, and stores it in the storage 13. The timing of instructing the AI ​​server 16 to generate story data will be described later with reference to FIG. 13.

[0062] The game server 10 (generation means 130) inputs, for example, some items of the situation data shown in FIG. 8(B) (e.g., miner "Amanda" and weather "cloudy") and all items of the detailed data shown in FIG. 8(C) into the trained model 17b to generate story data shown in FIG. 11. That is, the game server 10 (generation means 130) instructs the AI ​​server 16 to generate story data including text included in the input data. Items of the situation data shown in FIG. 8(B) to be included in the input data are determined, for example, by lottery. Furthermore, the data to be included in the input data is not limited to the above-mentioned examples. Furthermore, the number of characters of the story data, etc. may be further specified.

[0063] Next, the user terminal 20A displays the gem detail data and the story data on the monitor 31 in accordance with the operation of the player A through the operation device 43 (S15). For example, in response to the selection of the [Grinding Complete] icon on the grinding screen shown in FIG. 10(A), the user terminal 20A receives the detail data from the game server 10 through the communication IF 15, and displays the gem detail screen (FIG. 10(B)) including the received detail data on the monitor 31. Also, in response to the selection of the [Story] icon on the gem detail screen shown in FIG. 10(B), the user terminal 20A receives the story data from the game server 10 through the communication IF 15, and displays the story screen (FIG. 11) including the received story data on the monitor 31. However, if the story data has not yet been generated at the time the gem detail screen is displayed, the [Story] icon may be hidden or may be unselectable (grayed out).

[0064] Next, the user terminal 20A, in accordance with the operation of player A via the operation device 43, displays the acquired gems to other players as a collection, or trades them with other players via the market (S16). At this time, the detailed data and story data of the gems become viewable by other players. For example, when the user terminal 20B receives an instruction from player B via the operation device 43 to view player A's gems, it may display the detailed data or story data received from the game server 10 via the communication IF 15 on the monitor 31.

[0065] [Explanation of screen transitions in the game] Fig. 12 is a diagram showing main screen transitions in a game. The user terminal 20A progresses the game by switching between the screens shown in Fig. 12, for example, in accordance with the operation of the player A via the operation device 43. Furthermore, the user terminal 20A transmits and receives necessary data to and from the game server 10 when switching between screens. Furthermore, switching between screens displayed on the monitor 31 is referred to as a "screen transition."

[0066] The start-up screen is a screen that is displayed first when the terminal program 23P is started on the user terminal 20A. The terminal program 23P is started by the OS of the user terminal 20A in response to, for example, the player A tapping an icon displayed on the menu screen of the user terminal 20A. The start-up screen is, for example, a screen that displays the title of the game. The start-up screen may also include text boxes for inputting an account and a password. Furthermore, the start-up screen may be composed of a plurality of screens that automatically transition between screens. Meanwhile, the start-up screen is a screen that is not displayed again during the progress of the game. The operation of tapping an icon on the menu screen is an example of a second operation that instructs the display of the start-up screen. The start-up screen is an example of a second screen that is displayed when the game (service) is started.

[0067] Then, in response to receiving an operation of player A tapping on any position on the start-up screen (or a [Login] icon, etc.) via the operation device 43, the user terminal 20A transitions the screen to the home screen. This operation is another example of a second operation instructing to display the home screen. The home screen is also another example of a second screen that is displayed when a game (service) is started.

[0068] The home screen is a screen that is always displayed after the start-up screen when the terminal program 23P is started on the user terminal 20A. The home screen is the most upstream screen among the screens to which a screen transition can be made in accordance with a user's operation while the game is in progress. The home screen further includes icons that instruct screen transition to, for example, a mining screen (FIG. 9), a market screen, or a GEM screen. Then, in response to receiving an operation by player A via the operation device 43 to select an icon included in the home screen, the user terminal 20A transitions the screen to the screen corresponding to the icon.

[0069] The mining screen (FIG. 9) is a screen for allowing avatar A to mine raw stones O on field F. The mining screen is a screen that is appropriately updated depending on the shape of field F and the movement of avatar A. The mining screen is an example of a third screen for allowing player A to obtain raw stones O (objects).

[0070] The market screen is a portal screen for purchasing items, buying and selling jewels, etc. The market screen includes, for example, icons that instruct screen transition to an item purchase screen or a jewel buying and selling screen. Then, in response to receiving an operation by player A via the operation device 43 to select an icon included in the market screen, the user terminal 20A transitions the screen to a screen corresponding to the icon.

[0071] The item purchase screen is a screen for purchasing items used in mining (e.g., pickaxe, explosives, detector), avatar A's skin (e.g., costume, accessories), and other items. Player A can purchase items, for example, by consuming in-game currency or real currency. Items that can be purchased through the item purchase screen may include items that can be converted into NFT (e.g., pickaxe). Furthermore, pickaxes may be bought and sold through a dedicated buying and selling screen. The gem buying and selling screen is a screen for buying and selling gems between players. Player A may be able to view detailed data and story data of gems owned by other players B and C through the gem buying and selling screen, for example.

[0072] The GEM screen is a screen for managing and viewing gemstones generated from the acquired rough stone O. The GEM screen includes, for example, a polishing screen (FIG. 10(A)) and an icon for instructing screen transition to a list screen. Then, in response to receiving an operation by player A via the operation device 43 to select an icon included in the GEM screen, the user terminal 20A transitions the screen to the screen corresponding to the icon.

[0073] The polishing screen (FIG. 10(A)) is a screen for checking the polishing status of the rough stone O acquired through the mining screen. The polishing screen includes, for example, an icon (the [Polishing Completed] icon in FIG. 10(A)) for each gemstone for which polishing has been completed (i.e., gemstone for which detailed data has been determined) that instructs the screen to transition to a gemstone details screen. Then, in response to receiving an operation by player A to select the [Polishing Completed] icon through the operation device 43, the user terminal 20A transitions the screen to the corresponding gemstone details screen.

[0074] The gemstone details screen (FIG. 10(B)) is a screen for viewing (confirming) the detailed data determined by the determination means 120. When the [Grinding Complete] icon on the grinding screen is selected, the user terminal 20A obtains the detailed data of the corresponding gemstone from the game server 10 via the communication IF 25, and displays the gemstone details screen including the obtained detailed data on the monitor 31. In addition, during the screen transition from the grinding screen to the gemstone details screen, a presentation screen may be displayed indicating that the detailed data has been determined.

[0075] The jewel detail screen also includes, for example, an icon (the [Story] icon in FIG. 10(B)) that instructs the screen to transition to a story screen. Then, the user terminal 20A transitions the screen to the story screen in response to receiving an operation by player A to select the [Story] icon via the operation device 43. This operation is an example of a first operation that instructs the display of a story screen. The story screen is also an example of a first screen.

[0076] The story screen (FIG. 11) is a screen for viewing (checking) story data for a gem possessed by player A. When the [Story] icon on the gem detail screen is selected, the user terminal 20A obtains story data for the corresponding gem from the game server 10 via the communication IF 25, and displays a story screen including the obtained story data on the monitor 31. The story screen may also include an icon for switching the language in which the story is written (e.g., Japanese, English, Chinese, ...). Note that in the text of the story data shown in FIG. 11, the portion where the input data is reflected is underlined.

[0077] The list screen is a screen for displaying a list of gems owned by player A. For example, immediately after polishing is completed (i.e., immediately after the gem is generated from the rough stone O), player A checks the detailed data through the gem details screen and checks the story data through the story screen. After that, player A can check the detailed data and story data again through the list screen (or a screen that can be transitioned to from the list screen).

[0078] Of the multiple screens shown in FIG. 12, the base end of the arrow is denoted as the "upstream side of the screen transition," and the tip end of the arrow is denoted as the "downstream side of the screen transition." As an example, if the story screen is taken as the center, the gem details screen, polishing screen, gem screen, home screen, and start-up screen are "upstream screens in the screen transition." As another example, if the mining screen is taken as the center, the home screen and start-up screen are "upstream screens in the screen transition." As yet another example, if the start-up screen or the home screen is taken as the center, all other screens are "downstream screens in the screen transition." On the other hand, if either the mining screen or the story screen is taken as the center, the other is neither an "upstream screen in the screen transition" nor a "downstream screen in the screen transition."

[0079] That is, a screen (i.e., GEM screen, home screen, startup screen) that is displayed at least once after the terminal program 23P is launched and before a specific screen (e.g., the grinding screen) is displayed is defined as a "screen that is upstream of the specific screen in the screen transition." There may be multiple paths of screen transition to display a specific screen. In that case, in each path, a screen that is displayed at least once before the specific screen is displayed is defined as a "screen that is upstream of the specific screen in the screen transition." On the other hand, a screen (i.e., gem details screen, story screen) that can be displayed after the terminal program 23P is launched and after a specific screen (e.g., the grinding screen) is displayed is defined as a "screen that is downstream of the specific screen in the screen transition."

[0080] A screen transition from the upstream side to the downstream side is executed, for example, by selecting an icon included in the upstream screen. Meanwhile, a screen transition from the downstream side to the upstream side is executed, for example, by selecting an icon included in the downstream screen (for example, the [Back] icon shown in FIG. 10 and FIG. 11). Alternatively, a screen transition from the downstream side to the upstream side may be executed, for example, by selecting an icon that instructs the deletion of the downstream screen (for example, an icon that instructs the end of mining on the mining screen). Furthermore, a screen downstream of the home screen in the screen transition may include, for example, an icon that instructs the screen transition to the home screen (for example, a [Home] icon). The operation of instructing the screen transition to the home screen is an example of a second operation.

[0081] [Explanation of the timing of story data generation] Here, if instructions to generate story data are concentrated on the AI ​​server 16, the processing load of the AI ​​server 16 increases. Furthermore, if the AI ​​server 16 is a pay-per-use system, generating unnecessary story data increases costs. Therefore, from the viewpoint of reducing the load and reducing costs, it is desirable to avoid uniformly generating story data even for players who play the game on a trial basis, acquire gemstone O, but quit the game before waiting for the gemstone to be generated. On the other hand, if story data has not been generated at the time the story screen is displayed, a waiting time occurs to display the story screen, which may reduce the player's interest.

[0082] Therefore, the story generation process according to this embodiment will be described with reference to Fig. 13. The story generation process is a process for outputting an instruction to generate story data at an appropriate timing. Fig. 13 is a flowchart of the story generation process according to this embodiment.

[0083] First, the game server 10 (determination means 120) determines detailed data of the gemstone to be generated from the raw stone O (S22) in response to the passage of a predetermined time (e.g., 24 hours) since the raw stone O was acquired (S21: Yes). Next, after the determination means 120 determines at least a part of the detailed data (S22), and when the user terminal 20A receives an operation to instruct the display of the home screen (S23: Yes), the game server 10 (generation means 130) instructs the AI ​​server 16 to generate story data (S24).

[0084] As an example, when the terminal program 23P is not running on the user terminal 20A (i.e., the game is finished) at the timing when at least a part of the detailed data (e.g., items input as input data) is determined, the operation of the player A to start the terminal program 23P and tap the start-up screen is an example of an operation (second operation) to instruct the display of the home screen. As another example, when the terminal program 23P is running on the user terminal 20A (i.e., the game is progressing) at the timing when at least a part of the detailed data is determined, an operation to instruct the end of excavation, an operation to select the [Back] icon, and an operation to select the [Home] icon are other examples of an operation (second operation) to instruct the display of the home screen. And the operation to instruct the display of the home screen is an example of a predetermined timing.

[0085] [Effects of this embodiment] According to the above embodiment, the AI ​​server 16 is instructed to generate story data after at least a part of the detailed data is determined and an operation to instruct the display of the home screen is performed. This contributes to reducing the load on the AI ​​server 16 and reducing costs because story data for a player who has left the game is not generated. In addition, since the generation of story data is started when the home screen, which is upstream of the story screen in the screen transition, is displayed, the generation process of the story data progresses until the screens are transitioned in order by the player's operation and the story screen is reached. Therefore, compared to the case where the player instructs the generation of story data and then the story data is generated, the waiting time until the player is able to view the story is reduced (or the waiting time is eliminated), and the player can view the story immediately when he or she wants to view the story, thereby preventing the tempo of the game from slowing down. This improves the player's interest.

[0086] The predetermined timing for instructing the AI ​​server 16 to generate story data is not limited to the example of step S23 in Fig. 13. As another example, the predetermined timing may be the timing of receiving a player's operation to instruct the display of a screen upstream of the story screen in the screen transition (i.e., the start-up screen, GEM screen, grinding screen, gem details screen). As yet another example, the predetermined timing may be the timing of the terminal program 23P being started.

[0087] Furthermore, the predetermined timing is not limited to a fixed timing, and may vary depending on the situation. For example, the timing may be set to a timing at which a screen further away from the story screen (e.g., a start-up screen) is instructed to be displayed among the screens on the upstream side of the screen transition from the story screen when the number of players playing the game is greater, and may be set to a timing at which a screen closer to the story screen (e.g., a grinding screen) is instructed to be displayed when the number of players playing the game is smaller. In this way, by varying the predetermined timing depending on the situation, it is possible to balance the reduction in the load and cost of the AI ​​server 16 with the reduction in waiting time.

[0088] Furthermore, according to the above embodiment, unique story data can be generated by inputting detailed data and situation data (input data) into the trained model 17b and outputting story data (output data). Also, by using only some items selected by lottery from the situation data as input data, the items included in the input data can be changed for each gem. This is expected to generate even more unique story data. Furthermore, by applying the above processing to an object that can be converted into an NFT, the value of the NFTed gem can be further increased.

[0089] [Variations] FIG. 14 shows a flowchart of the story generation process (A) and a modified example of the excavation screen (B). Note that a detailed description of the points in common with the above embodiment will be omitted, and the description will focus on the points of difference. The above embodiment aims to balance the reduction in the load and cost of the AI ​​server 16 with the reduction in waiting time. In contrast, the modified example aims to reduce the waiting time until story data is generated. Therefore, as shown in FIG. 14(A), the story generation process according to the modified example differs from the story generation process shown in FIG. 13 in that step S23 is omitted.

[0090] 14(A), the game server 10 (generation means 130) according to the modified example causes the trained model 17b to generate story data (S24) without the operation of the player A, when a predetermined time has elapsed since the acquisition of the gemstone O and the determination means 120 has determined the detailed data (S21: Yes→S22). This reduces the waiting time until the story data is generated, improving interest.

[0091] In addition, in the process of having the player A acquire the gemstone O (i.e., in a state in which the mining screen is displayed on the monitor 31 of the user terminal 20A), when the generation of story data for the previously acquired gemstone O is completed, the game server 10 (progression means 110) may display a [Generation Completed] icon on the mining screen as shown in FIG. 14(B). The [Generation Completed] icon is an icon for notifying that the generation of story data by the AI ​​server 16 is completed. In more detail, the game server 10 (progression means 110) notifies the user terminal 20A of the completion of the generation of the story data through the communication IF 15. Then, the user terminal 20A may display the [Generation Completed] icon on the mining screen based on the notification received from the game server 10 through the communication IF 25.

[0092] Furthermore, the user terminal 20A may interrupt mining and transition from the mining screen to a story screen in response to receiving an operation of the player A selecting the [Generation Complete] icon through the operation device 43. That is, the user terminal 20A may obtain story data from the game server 10 through the communication IF 25 and display a story screen including the obtained story data on the monitor 31.

[0093] This can prompt player A to check the story data, thereby reducing the possibility that the generation of the story data will be wasted. However, the method of notifying the completion of the generation of the story data is not limited to the example of FIG. 14(B). As another example, the user terminal 20A may notify the completion of the generation of the story data by displaying a batch on the icon of the terminal program 23P on the menu screen. This can prompt player A to replay the game.

[0094] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles among the game server 10, the AI ​​server 16, and the user terminal 20 is not limited to the above example. That is, a part of the processing of the game server 10 may be executed by the AI ​​server 16 or the user terminal 20, a part of the processing of the AI ​​server 16 may be executed by the game server 10 or the user terminal 20, or a part of the processing of the user terminal 20 may be executed by the game server 10 or the AI ​​server 16.

[0095] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium that can be read by a computer. Examples of the recording medium include a hard disk, an SD card, a DVD, and a server on the Internet.

[0096] [Note] Some of the features of the present invention are summarized below. [assignment] An object of the present invention is to improve interest. [Solution] (1) causing the computer to function as a generating means for inputting detailed data of the acquired object into a trained model that has been trained in advance, and generating story data related to the object; The generation means is a program that causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data is determined and before a first operation is performed to instruct the display of a first screen including the story data. (2) The program described in (1) above, wherein the generation means causes the trained model to generate the story data at the specified timing, which is the timing when a second operation is performed to instruct the display of a second screen that is upstream of the first screen in the screen transition. (3) The program according to (2) above, wherein the second screen is a screen that is displayed when a service is started on the computer. (4) causing the computer to function as an acquisition means for allowing a player to acquire the object through a third screen; The program according to (2) above, wherein the second screen is a screen located upstream in a screen transition from both the first screen and the third screen. (5) The program according to (1) above, which causes the computer to function as a determination means for determining the detailed data in response to a predetermined time having elapsed since the player acquired the object. (6) The program described in (5) above, wherein the generation means inputs the detailed data determined by the determination means and situation data indicating the situation when the player acquired the object into the trained model to generate the story data. (7) The program described in (6) above, wherein the generation means inputs all items included in the detailed data and a portion of items selected by lottery from among a plurality of items included in the situation data into the trained model. (8) The program described in (5) above, wherein the detailed data includes at least one item of the type, size, quality, and shape of the object. (9) The program described in (1) above, wherein the object is NFT-able. (10) A generation unit inputs the acquired detailed data of the object into a trained model that has been trained in advance, and generates story data related to the object; The generation means causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data is determined and before a first operation is performed to instruct the display of a first screen including the story data. (11) causing the computer to function as a generating means for inputting the acquired detailed data of the object into a trained model that has been trained in advance, and generating story data related to the object; The generation means is a program that causes the trained model to generate the story data without the intervention of a player's operation in response to at least a portion of the detailed data being determined. (12) causing the computer to function as an acquisition means for causing a player to acquire the object; The program described in (11) above, wherein the acquisition means, in the process of having the player acquire the object, notifies the player that the learned model has generated the story data of the object previously acquired. [Effects] The above solutions (1) and (10) make it possible to balance the reduction in load and costs on the AI ​​server with the reduction in waiting time. According to the above solution (2), it is possible to balance the reduction in load and costs on the AI ​​server with the reduction in waiting time. According to the above solution (3), the generation of story data is instructed at the timing when the player starts up the program (for example, restarts the game), so that it is possible to prevent the generation of unnecessary story data. According to the above solution (4), the generation of story data is instructed when the acquisition of the object is interrupted and the screen is returned to the second screen, thereby achieving a balance between reducing the load on the AI ​​server, reducing costs, and reducing waiting time. According to the above solution (5), fairness between players can be ensured, compared to when detailed data is determined in advance before an object is acquired. According to the above solution (6), it is expected that unique story data can be generated. According to the above solution (7), since the items included in the input data differ for each object, it is expected that more unique story data will be generated. According to the above solution (8), it is expected that story data that reflects the characteristics of an object can be generated. According to the above solution (9), the value of NFT-enabled gems can be further increased by applying the above process to NFT-enabled objects. According to the above solution (11), the waiting time for checking the story data can be reduced. According to the above solution (12), the player can be made aware that the story data has been generated, further reducing the waiting time. [Explanation of symbols]

[0097] 1...system, 2...communication network, 10...server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 16...AI server, 17a...learning model, 17b...trained model, 18...neural network, 19,29...communication bus, 20...user terminal, 23P...terminal program, 31...monitor, 33,34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...position sensor, 43...operation device, 110...progress means (acquisition means), 120...determination means, 130...generation means

Claims

1. causing the computer to function as a generating means for inputting the acquired detailed data of the object into a generating AI and generating story data related to the object; The generation means is a program that causes the generation AI to generate the story data after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data.

2. The program according to claim 1 , wherein the generation means causes the generation AI to generate the story data at the timing when a second operation is performed to instruct the display of a second screen that is upstream of the first screen in the screen transition.

3. The generating means generates a screen among a plurality of screens upstream of the first screen in a screen transition. The more the number of players using the service, the more the screen farther from the first screen is set as the second screen; The program according to claim 2 , wherein the second screen is set to a screen closer to the first screen as the number of players using the service decreases.

4. 3. The program according to claim 2, wherein the second screen is a screen that is displayed when a service is started on the computer.

5. causing the computer to function as an acquisition means for allowing a player to acquire the object through a third screen; 3. The program according to claim 2, wherein the second screen is a screen located upstream of both the first screen and the third screen in a screen transition.

6. 2. The program according to claim 1, causing the computer to function as a determination means for determining the detailed data in response to a predetermined time having elapsed since a player acquired the object.

7. 7. The program according to claim 6, wherein the generation means inputs the detailed data determined by the determination means and situation data indicating the situation when the player acquired the object to the generation AI to generate the story data.

8. 8. The program according to claim 7, wherein the generating means inputs all items included in the detailed data and a portion of items selected by lottery from among a plurality of items included in the situation data to the generating AI.

9. The program according to claim 6 , wherein the detailed data includes at least one of the following items: type, size, quality, and shape of the object.

10. A generating means for inputting the acquired detailed data of the object into a generating AI to generate story data related to the object, The generation means causes the generation AI to generate the story data after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data.

Citation Information

Patent Citations

  • Game program, method, and information processing device

    JP2019136317A

  • Information processing system, information processing method and program - technology for supporting digital twin environment -

    JP2023063358A

  • System, method and program for managing contents

    JP2023100320A

  • Information processing method, information processing system and program, as well as method of granting privilege because of going-out restriction accompanied by infection disease

    JP2024017393A

  • Program and information processing system

    JP7453322B1