Computer system and program

JP7637753B2Active Publication Date: 2025-02-28BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2023205608
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2025-02-28
Estimated Expiration
2040-03-31

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Patent Text Reader

Abstract

To provide a new technique for enhancing an interest related to a lottery while giving a user a feeling that a support character is as if it is a human.SOLUTION: A game system sets by associating with a user, a support character 4 as a virtual subject executing lottery processing. The game system also sets a lottery execution setting including at least a condition setting related to automatic execution of the lottery processing, and sets a given notification activating condition as a condition of activating a notification of information indicating a result of the executed lottery processing. Then, the game system controls automatic execution of the lottery processing on the basis of the lottery execution setting, and performs notification control of notifying the user of information indicating the result of the lottery processing when the result of selected processing satisfies the notification activating condition.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a computer system and the like. [Background technology]

[0002] Among video games, there are games in which a player character operated by a user, a player, and a support character appear. A support character is a non-player character that supports the player character and performs various functions depending on the content of the game. For example, in an action RPG (Role Playing Game), a support character may act as a porter to carry the player character's equipment and assist in battle. Patent Document 1 also discloses an example of managing fields in a game and automatically generating items. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-4944 A Summary of the Invention [Problem to be solved by the invention]

[0004] The inclusion of support characters in a game is considered to be one of the important elements that differentiates the game and makes it more appealing. Specifically, in addition to the design of the support characters, how human-like the support characters are in their behavior is also one element that increases the interest of the game.

[0005] The more human-like the behavior of the support character, the more the user feels that the support character is like a comrade, a companion, a beloved pet, etc., and the more attached and attracted the game becomes to the user. In particular, if the behavior of the support character resembles the everyday behavior of a human child, the effect is even greater.

[0006] The effect of increasing the user's affection for a character by making the character behave like a human is not limited to the case where the character is a support character subordinate to the player character. For example, the same applies to characters that are targets of training in a training game or NPCs (non-player characters; for example, childhood friends, managers, supply officers, etc.) that appear in the game and have an extra role.

[0007] One of the enjoyable aspects of a game is the lottery that is held in relation to the game. The interest of the lottery is also counted as one of the important elements that differentiate and make a game attractive. Of course, increasing the interest of the lottery is an important point not only for games but also for providing entertainment.

[0008] The problem that the present invention aims to solve is to provide a new technology that makes the support characters seem more human to the user while increasing the interest in the lottery. [Means for solving the problem]

[0009] The first invention for solving the above-mentioned problems provides a character setting means (e.g., the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the character setting unit 214, the support character management data 620 in FIG. 14, step S18 in FIG. 17) for setting a character (e.g., the support character 4 in FIG. 3) which is a virtual subject that executes a lottery process in association with a user; A lottery execution setting determination means (e.g., the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the lottery execution setting determination unit 216 in FIG. 14, the lottery execution setting data 650 in FIG. 14, step S18 in FIG. 17) for variably determining a lottery execution setting including at least a condition setting related to the automatic execution of the lottery process based on an operation input by the user; A lottery execution control means (e.g., the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the lottery execution control unit 220, the lottery management data 730 in FIG. 15, and step S60 in FIG. 18) for controlling automatic execution of the lottery process based on the lottery execution setting; a notification activation condition determination means (e.g., the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the notification activation condition determination unit 232 in FIG. 9, the user-specified notification activation condition data 660 in FIG. 14, step S18 in FIG. 17) for variably determining a given notification activation condition, which is a condition for initiating a notification of information showing the result of the lottery process executed by the lottery execution control means (e.g., the notification display 50 in FIG. 8), based on an operation input by the user; A computer system comprising: a notification control means (e.g., control board 1150 in FIG. 1, server processing unit 200s in FIG. 9, game management unit 210, notification control unit 234, steps S80 to S82 in FIG. 18) that performs notification control to notify the user of information indicating the result of the lottery processing executed by the lottery execution control means when the notification activation condition is satisfied.

[0010] The term "computer system" as used herein refers not only to a single computer, but also to a system realized by linking multiple computers.

[0011] Conventionally, a user selects an object to be drawn by himself / herself, inputs an operation to execute the lottery, executes the lottery process, and checks the lottery result on the spot. In contrast, according to the first invention, a computer system automatically executes the lottery based on the lottery process execution setting set by the user. Then, when the notification activation condition set by the user is satisfied, the computer system notifies the user of the lottery result with a character as the notification subject.

[0012] From the user's perspective, it appears as if the user has simply set the conditions for the lottery and left it to run, with the character informing the user of the results. This combination of automatic lottery execution and the character's actions makes the character seem more human to the user, adding a new level of interest to the lottery.

[0013] A second invention is a computer system of the first invention, wherein a compensation per one time is set for the lottery process (e.g., compensation setting 573 in FIG. 12), the lottery execution setting determination means determines a total compensation upper limit (e.g., pocket money setting 651 in FIG. 14), which is the sum of the compensations allowed, by including it in the lottery execution setting, and the lottery execution control means controls automatic execution of the lottery process within the range of the total compensation upper limit.

[0014] According to the second invention, the computer system automatically executes the lottery process so that the total consideration does not exceed the upper limit set by the user. If the upper limit is set based on the monthly allowance given to the character, the user will see the character as if it were a human child, enjoying the lottery by itself within the monthly allowance and occasionally notifying the user of the results of the lottery. This improves the effect of making the support character seem more human to the user.

[0015] A third invention is a computer system of the first or second invention, wherein the lottery process has multiple types of lottery process candidates with different lottery targets, the lottery execution setting includes preference information regarding a user's preference for selecting the lottery process candidate to be executed by the lottery execution control means from among the types of lottery process candidates, and the lottery execution control means selects and executes the lottery process to be executed based on the preference information.

[0016] The "lottery items" referred to here refer to the contents that the user can obtain in the lottery process. They are synonymous with payout items and ejected items. The lottery items can be, for example, items, rights to use or participate in game stages or game maps, skills that can be given to player characters or support characters, in-game currency, etc. If the lottery process is likened to a capsule-type lottery machine, commonly known as a "gacha" or "gasha," the lottery items correspond to the capsules in the lottery machine and their contents.

[0017] According to the third aspect of the present invention, the user can specify the type of lottery process candidate that the user desires. In other words, when there are various types of lottery process candidates with different configurations of lottery objects, the computer system can reflect the user's desire in determining which lottery process to execute.

[0018] A fourth invention is a computer system of any of the first to third inventions, wherein there are multiple types of candidate characters for the character, and the character setting means sets a character to be associated with the user from among the multiple types of candidate characters.

[0019] According to the fourth invention, the user can select and use a preferred character from among the candidate characters.

[0020] A fifth invention is a computer system according to the fourth invention, in which parameter values ​​related to the automatic execution of the lottery process are set for the multiple types of candidate characters (for example, applicable personality setting data 630, pocket money balance 640, lottery execution setting data 650 in FIG. 14), and the lottery execution control means controls the automatic execution of the lottery process based on the parameter values ​​of the character associated with the user.

[0021] According to the fifth aspect of the present invention, automatic execution is performed based on the parameter values ​​set for the candidate characters selected by the user. Therefore, it is possible to make the candidate characters appear as if they have characteristics or properties with respect to the automatic execution of the lottery.

[0022] A sixth invention is a computer system of the fifth invention, wherein the parameter value includes a frequency tendency parameter value indicating a tendency regarding the frequency of automatic execution of the lottery process, or a timing tendency parameter value indicating a tendency regarding the timing of automatic execution of the lottery process (for example, automatic execution tendency setting 641 in Figures 5 and 14).

[0023] According to the sixth aspect of the present invention, the computer system changes the tendency of the frequency or timing of automatic execution of the lottery process according to the type of candidate character, so that it appears to the user as if there are differences in the desires for the frequency or timing of lottery execution depending on the type of candidate character. This is expected to increase the interest in the automatic execution of the lottery and to encourage the user to become attached to the character.

[0024] A seventh invention is a computer system of the fifth or sixth invention, wherein the lottery process has multiple types of lottery process candidates with different lottery objects, the parameter value includes a selection tendency parameter value (e.g., lottery process candidate type selection tendency setting 643 in Figure 14) indicating a tendency regarding the selection type to be selected from among the types of lottery process candidates, and the lottery execution control means selects and executes the lottery process to be executed based on the selection tendency parameter value of a character associated with the user.

[0025] According to the seventh aspect of the present invention, the tendency to select which type of lottery process to be executed varies depending on the type of candidate character. This is expected to further increase the interest in the automatic execution of the lottery and encourage the user to become attached to the character.

[0026] An eighth invention is a computer system of any of the fifth to seventh inventions, in which the lottery execution control means has a first lottery possibility variation control means (for example, the first lottery possibility variation control unit 222 of Figure 9) that varies the lottery possibility by changing the lottery probability of the lottery object of the lottery process in accordance with the character associated with the user, and controls the automatic execution of the lottery process using the lottery probability changed by the first lottery possibility variation control means.

[0027] According to the eighth aspect of the present invention, the computer system can change the probability of drawing a lottery object depending on the type of character associated with the user, thereby making the automatic drawing even more interesting.

[0028] A ninth invention is a computer system of an eighth invention, in which a rarity is set for the lottery objects in the lottery process, the parameter value includes a lottery probability improvement parameter value (e.g., lottery probability change setting 644 in FIG. 14) indicating a degree of improvement in the lottery probability according to the rarity, and the first lottery probability variation control means varies the lottery probability of the lottery objects in the lottery process based on the lottery probability improvement parameter value of a character associated with the user (e.g., ΔP1 based on the lottery probability change setting 644 in FIG. 7), thereby varying the lottery probability.

[0029] According to the ninth aspect of the present invention, the computer system can vary the lottery probability according to the type of character associated with the user and the rarity of the lottery object. For example, by appropriately setting the lottery probability improvement parameter value, the character can be made to appear to have a personality that makes it easier to win a lottery object of high rarity.

[0030] The tenth aspect of the present invention further includes a means for setting a user's desired lottery target among the lottery targets of the lottery processing based on an operation input by the user (for example, the user's preference setting unit 32 in FIG. 4, the lottery execution setting determination unit 216 in FIG. 9, the user's preference information 653 in FIG. 14, and step S18 in FIG. 17), The parameter value includes a desired selection probability variation parameter value (e.g., user preference information 653 in FIG. 14) indicating a variation in the selection probability of the user's desired selection object, The first selection probability variation control means is a computer system of the 8th or 9th invention, which varies the selection probability of the user's desired selection object in the selection process by changing the selection probability of the user's desired selection object based on the desired selection object probability variation parameter value of the character associated with the user (for example, ΔP2 based on user's desired information 653 in Figure 7).

[0031] According to the tenth invention, the computer system can make a character associated with a user appear as if it has a personality (talent) that makes it easier to win the lottery item desired by the user, or conversely, makes it harder to win the item.

[0032] The eleventh aspect of the present invention includes a feedback receiving means for receiving a feedback on a result of the lottery process based on an operation input by the user (for example, the positive feedback input icon 61 in FIG. 8, the negative feedback input icon 62 in FIG. 9, the feedback receiving control unit 236 in FIG. 14, the feedback history data 662 in FIG. 14, and step S84 in FIG. 18); The computer system of any of the fifth to tenth inventions further comprises a parameter value change control means (e.g., parameter value change control unit 238 in FIG. 9, applied personality setting data 630 in FIG. 14, step S86 in FIG. 18) that changes the parameter value of the character associated with the user when the evaluation received by the evaluation receiving means satisfies a given parameter value change condition.

[0033] According to the eleventh aspect of the present invention, when an evaluation is input, the computer system can change parameter values ​​related to the lottery process of the character if the evaluation satisfies a given parameter value change condition. Thus, for example, a parent who occasionally receives reports from their child about how they have spent their pocket money can provide a so-called child-rearing user experience in which the child's personality regarding the lottery changes depending on whether they praise or scold the child.

[0034] A twelfth invention is a computer system of any of the fifth to eleventh inventions, wherein the lottery execution control means has a second lottery possibility variation control means (for example, the second lottery possibility variation control unit 224 of Figure 21) that varies the probability of selection by changing the population of lottery objects in the lottery process in accordance with the character associated with the user, and controls the automatic execution of the lottery process using the population changed by the second lottery possibility variation control means.

[0035] According to the twelfth aspect of the present invention, the computer system can change the population of the lottery objects and vary the probability of winning depending on the type of character associated with the user, thereby further increasing the interest in the automatic execution of the lottery.

[0036] A thirteenth invention is a computer system of any of the first to twelfth inventions, wherein the lottery execution control means performs automatic execution control of the lottery processing based on an execution history of the lottery processing (for example, lottery history data 670 in Figure 13).

[0037] According to the thirteenth aspect of the present invention, the computer system can control automatic execution of the next lottery process based on the history of the lottery processes performed in the past, i.e., the execution history. Note that the execution history referred to by the computer system may be the history of the same user or may be the history of another user.

[0038] A 14th invention is a computer system of any of the 1st to 13th inventions, in which the notification activation condition includes at least a rarity condition related to the result of the lottery process (for example, "when an S rare item is obtained" in the example of user-specified notification activation condition data 660 in Figure 14).

[0039] According to the fourteenth aspect of the present invention, the computer system can issue a notification when the rarity set in association with the lottery result satisfies a given condition, that is, when the rarity condition is satisfied.

[0040] A 15th invention is a computer system of any of the first to fourteenth inventions, wherein the lottery execution control means performs inquiry control (e.g., step S54 in Figure 20) in which the character takes the initiative in inquiring of the user about approval of the automatic execution of the lottery process before the automatic execution of the lottery process, and when the user performs an approval operation in response to the inquiry, the lottery process is executed.

[0041] According to the fifteenth aspect of the present invention, the computer system requests user approval for holding a lottery, and can hold the lottery if approved by the user.

[0042] A sixteenth invention is the computer system of any one of the first to fifteenth inventions, wherein the computer system is a server system communicatively connected to a user terminal of each user.

[0043] According to the sixteenth aspect of the present invention, a server system that provides the same effects as any one of the first to fifteenth aspects of the present invention can be realized.

[0044] A seventeenth aspect of the present invention is the computer system of the sixteenth aspect of the present invention, wherein the lottery execution control means performs automatic execution control of the lottery process based on an execution history of the lottery process for each user.

[0045] According to the seventeenth aspect, the computer system can automatically execute the lottery process based on the execution history of the lottery process for each user.

[0046] The 18th invention is a program for causing a computer system to function as a character setting means for setting a character, which is a virtual entity that executes a lottery processing, in correspondence with a user, a lottery execution setting determination means for variably determining a lottery execution setting including at least a condition setting for automatic execution of the lottery processing based on an operational input by the user, a lottery execution control means for controlling the automatic execution of the lottery processing based on the lottery execution setting, a notification activation condition determination means for variably determining a given notification activation condition, which is a condition for activating a notification of information indicating the result of the lottery processing executed by the lottery execution control means, based on an operational input by the user, and a notification control means for performing notification control in which, when the notification activation condition is satisfied, the character becomes the notification entity and notifies the user of information indicating the result of the lottery processing executed by the lottery execution control means.

[0047] According to the eighteenth aspect, it is possible to cause the computer system to exhibit the same functions as those of the first aspect. [Brief description of the drawings]

[0048] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 4 is a front view showing a configuration example of a user terminal. [Diagram 3] FIG. 2 is a diagram for explaining an overview of the game services provided by the game system. [Figure 4] FIG. 13 is a diagram showing an example of an operation input screen for setting a support character. [Diagram 5] 11A and 11B are diagrams for explaining determination of automatic execution timing of a lottery process. [Figure 6] FIG. 11 is a diagram for explaining selection of a lottery process to be automatically executed. [Figure 7] FIG. 13 is a diagram for explaining setting of lottery probability for a lottery object. [Figure 8] FIG. 13 is a diagram for explaining notification of lottery results. [Figure 9] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system according to the first embodiment. [Figure 10] FIG. 4 is a diagram showing an example of programs and data stored in a server storage unit in the first embodiment. [Figure 11] FIG. 13 is a diagram showing an example of a data configuration of candidate character initial setting data. [Figure 12] FIG. 13 is a diagram showing an example of a data configuration of lottery process candidate initial setting data. [Figure 13] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 14] FIG. 13 is a diagram showing an example of the data structure of support character management data. [Figure 15] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 16] FIG. 4 is a functional block diagram showing an example of the functional configuration of a user terminal in the first embodiment. [Figure 17] 5 is a flowchart for explaining a processing flow of the server system in the first embodiment. [Figure 18] Flowchart continuing from Figure 17. [Figure 19] FIG. 11 is a functional block diagram showing an example of the functional configuration of a user terminal in the second embodiment. [Figure 20] 10 is a flowchart for explaining a modified example of the processing flow of the server system. [Figure 21] FIG. 13 is a functional block diagram showing a modified example of the functional configuration of the server system. [Figure 22] FIG. 13 is a diagram showing an example of a data configuration of a modified example of lottery process candidate initial setting data. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0049] 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.

[0050] [First embodiment] 1 is a diagram showing an example of the configuration of a game system. The game system 1000 is a computer system including a server system 1100 and a user terminal 1500 connected to each other via a network 9 so that data communication between them is possible, and provides a game providing service for providing an online game to a user 2 using the user terminal 1500, and an automatic lottery service for automatically executing a lottery process for obtaining an item related to the online game. Of course, the game system 1000 may additionally provide other services.

[0051] 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.

[0052] The server system 1100 includes, for example, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 is mounted on the main unit.

[0053] 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).

[0054] The server system 1100 realizes the function of providing a game provision service that provides online games and an automatic lottery service that automatically executes a lottery for acquiring items related to the online games by the control board 1150 performing calculation processing based on a predetermined program and data. This includes the provision of programs that can be executed by the user terminal 1500 and various data required for the execution of the programs, which are related to the provision of these services.

[0055] Although only one user terminal 1500 is depicted in FIG. 1, in actual system operation, a plurality of user terminals 1500 can access the server system 1100 at the same time.

[0056] 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 location of the hardware constituting the server system 1100 does not matter. It may be configured such that multiple independent servers installed in remote locations communicate data via the network 9 to function as the server system 1100 as a whole.

[0057] FIG. 2 is a front view showing an example of the configuration of the user terminal 1500. As shown in FIG. The user terminal 1500 is a computer system used by a user who has completed a registration procedure to use the game system of this embodiment, and is an electronic device (electronic device) that can access the server system 1100 via the network 9. The user terminal 1500 of this embodiment is a device called a smartphone, but it may be a wearable computer such as a smart watch or smart glasses, a portable game device, a tablet computer, a personal computer, or the like, as long as it is a computer. When multiple electronic devices, such as a combination of a smartphone and a smart watch connected to the smartphone for communication, are organically linked to perform one function, these multiple electronic devices can be regarded as one user terminal 1500.

[0058] The user 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, etc. (not shown) are provided. In addition, an IC card reader that can read and write data contactlessly from an IC card type credit card or prepaid card that can be used to pay for the use of the game system may be provided.

[0059] 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.

[0060] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, (2) an output amplifier circuit for outputting audio signals to the speaker 1510, (3) an input signal generation circuit for generating an audio signal collected by the microphone 1512, and (4) a signal input / output circuit for the memory card reader 1542.

[0061] 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. Note that 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 user terminal in an IC memory 1552.

[0062] In this embodiment, the user 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.

[0063] FIG. 3 is a diagram for explaining an overview of the game service provided by the game system 1000. The game system 1000 functions as a game server for an online game using a user terminal 1500, with a user 2 who has completed the registration procedure as a player. The genre of the online game is not important, but in this specification, an action RPG will be used as an example. Also, in this specification, the number of support characters 4 that one user 2 can use is described as "1", but a configuration in which "2" or more support characters 4 can be used is also possible.

[0064] In an online game, a user 2 who is a player uses a player character 3 whose actions are controlled and determined by the player, and a support character 4 that serves as a follower of the player character 3. Both can be called player characters as they involve the player, but in that case, the former can be called the main character and the latter the sub-character or subordinate character.

[0065] The support character 4 is a so-called NPC (non-player character) whose actions are automatically controlled by a computer. Before starting the game, the user 2 selects and designates a support character 4 from a plurality of candidate characters 6 (6a, 6b, ...).

[0066] For each candidate character 6 (6a, 6b, ...), initial personality setting data 522 (522a, 522b, ...) including one or more parameter values ​​is provided as data for making the character appear to the user 2 as if it has a different type of "personality" during automatic control of behavior.

[0067] The "personality" referred to here can be rephrased as tendencies or patterns of behavior, thinking, and choice orientation. "Personality" can include not only behavior patterns during combat (since the online game exemplified in this embodiment is an action RPG), but also behavior patterns outside of combat, patterns of conversation content, and patterns of character actions and facial expressions taken from time to time. In addition, in this embodiment, "individuality" particularly includes several tendencies related to the automatic execution of the lottery process. Specifically, it includes (1) a tendency regarding the frequency of the automatic execution of the lottery process, (2) a tendency regarding the timing of the automatic execution of the lottery process, and (3) a tendency regarding which type of lottery process to select as the execution target from among the types of lottery process candidates (all of which will be described in detail later).

[0068] When the user selects a supporting character 4 from among the candidate characters 6 (6a, 6b, ...), the initial personality setting data 522 of the selected candidate character 6 is copied as applied personality setting data 630 (dedicated personality setting data) for that supporting character 4. The applied personality setting data 630 is automatically changed according to the results of game play. For this reason, the more the game is played, the more the personality of the supporting character 4 becomes subdivided and sharpened.

[0069] 4 is a diagram showing an example of an operation input screen for setting the support character 4. When a predetermined setting start operation is input to the user terminal 1500, the server system 1100 causes the user terminal 1500 to display an operation input screen W4 and accepts a setting operation.

[0070] The operation input screen W4 includes (1) a status display section 20 that shows the current status of the support character 4, (2) an equipment setting section 21 that sets equipment, (3) a behavior tendency setting section 22 that sets behavior tendencies and patterns related to game progress (in the example of Figure 4, a general tendency of combat behavior is set), (4) an item use condition setting section 23 that inputs settings related to the automatic use of items by the support character 4, (5) an initialization operation icon 24, (6) a decision operation icon 25, (7) a lottery execution setting section 30, and (8) a notification condition setting section 38.

[0071] The lottery execution setting unit 30 is a unit for inputting various settings related to the automatic lottery service that automatically selects and executes a lottery process with a fixed price per one time. The lottery execution setting unit 30 includes an allowance setting unit 31, a user preference setting unit 32, a frequency setting unit 33, and a timing tendency setting unit 34. The server system 1100 stores the settings made in the lottery execution setting unit 30 as lottery execution setting data 650 associated with the support character 4.

[0072] The allowance setting unit 31 accepts an operation for setting an allowance amount corresponding to a total allowance upper limit, which is the total allowance allowance of the user 2. In this embodiment, the total allowance upper limit is set for a finite unit period (for example, one month, two weeks, until one map is conquered, until one stage is conquered, etc.), but a configuration without a unit period or deadline is also possible.

[0073] The unit of compensation used in the pocket money setting unit 31 may be a unit of currency or a unit of cryptocurrency depending on the setting of the compensation for the lottery. It may also be a unit of the quantity of an item consumed as compensation when purchased in advance, a unit of game points that are automatically granted depending on advance purchases, play results, or the passage of time, etc. The initial value of the pocket money setting unit 31 can be set appropriately. In this embodiment, it is set to "0". The game system 1000 then controls the automatic execution of the lottery process within the range of the upper limit of the total compensation set in the pocket money setting unit 31.

[0074] The user preference setting unit 32 accepts a user's preference designation operation in relation to the setting of the automatically executed lottery process. In this embodiment, the user 2 designates a category of lottery items that he or she desires. This is called a "priority category." Specifically, the user preference setting unit 32 can select categories such as attack items, recovery items, rare items, and free selection of support characters (meaning no designation in effect).

[0075] Of course, the desired setting in the user preference setting unit 32 is not limited to the designation of the category of the lottery object. For example, in a configuration in which candidates of lottery processes that can be executed, i.e., the types of lottery process candidates and information on the configuration of the lottery objects in each lottery process candidate (for example, the name "attack item lottery" given to the lottery process candidate, an explanation of the lottery process candidate, etc.) can be known in advance, a configuration in which the type of lottery process candidate is designated in the user preference setting unit 32 is also possible.

[0076] The frequency setting unit 33 accepts a setting operation for the frequency of automatically executing the lottery process. For example, the number of times per unit period, an event in the game that causes the automatic execution (for example, each time a stage is cleared, each time a base or a save point in a map is reached, etc.) can be set as a setting option. The game system 1000 refers to the result of the setting operation in the frequency setting unit 33 and determines whether it is time to automatically execute the lottery process.

[0077] The timing tendency setting unit 34 accepts a setting operation for a tendency regarding the timing for automatically executing the lottery process. For example, the setting options can be when in a week the lottery process tends to be automatically executed (specifically, a specific day of the week, a weekday / holiday division, etc.), or when in a day the lottery process tends to be automatically executed. Specifically, a specific time period can be specified and set, or tendencies can be set for each time period of morning, afternoon, night, and late night, or tendencies can be set for morning, afternoon, and bedtime periods. The game system 1000 refers to the setting operation result in the timing tendency setting unit 34 and determines whether it is the timing for automatically executing the lottery process.

[0078] The notification condition setting unit 38 sets the conditions for executing the notification and the conditions that will trigger the notification of the result of the lottery process executed mainly by the support character 4. For example, the setting options include conditions related to the rarity set for each lottery result, conditions related to the date and time, conditions related to the remaining allowance (the amount obtained by subtracting the total amount of the compensation related to the lottery process that has been completed from the set value of the allowance setting unit 31), conditions related to the usage status, and the like.

[0079] As a condition regarding rarity (rarity condition), for example, assuming there are four levels of rarity, namely "S," "A," "B," and "C," it is possible to set the notification to be made when a lottery result of "S" rarity or higher is obtained, when a lottery result of "A" rarity or higher is obtained, or regardless of rarity.

[0080] The condition related to the date and time (date and time condition) can be, for example, a specific date (for example, the first day of every month), a specific day of the week (for example, every Sunday), a specific time period (for example, 8 pm to 10 pm), and the like. The conditions for the allowance balance can be, for example, when the balance becomes zero, or when the balance becomes less than 10% of the total amount upper limit set in the allowance setting unit 31, etc. Of course, other conditions may also be set as appropriate.

[0081] Then, the server system 1100 stores the setting contents in the lottery execution setting unit 30 as the user-specified notification activation condition data 660 associated with the support character 4.

[0082] Now, the automatic execution of the lottery process will be described in detail step by step. 5 is a diagram for explaining the determination of the automatic execution timing of the lottery process. The server system 1100 periodically determines the automatic execution timing. This automatic execution timing determination is influenced by the applied personality setting data 630, the lottery execution setting data 650, the recommended possession item estimation result 740, and the lottery history data 670, which is data on the execution history of the lottery process.

[0083] If the time (the opportunity to determine whether it is the automatic execution timing) matches the applied individuality setting data 630 and the lottery execution setting data 650, the server system 1100 determines that the automatic execution timing for the lottery process has arrived.

[0084] Specifically, the applied individuality setting data 630 includes an automatic execution tendency setting 641. The automatic execution tendency setting 641 is data indicating a tendency setting regarding the frequency of automatic execution of the lottery process, and for example, a probability that a specific time, a specific date and time, or a time (current time) will be the timing for automatic execution is set according to the pocket money balance. In other words, the automatic execution tendency setting 641 is a parameter value indicating the individuality of the character regarding the lottery process, and is a frequency tendency parameter value indicating a tendency regarding the frequency of automatic execution of the lottery process, or a timing tendency parameter value indicating a tendency of the timing of automatic execution.

[0085] The server system 1100 first makes a primary determination as to whether it is time for automatic execution according to the setting of the automatic execution tendency setting 641. More specifically, a timing determination lottery based on probability is executed, and if the timing determination lottery is won, the result of the primary determination is deemed positive. Next, the server system 1100 refers to the lottery history data 670 of the player, and when it considers this time to be the automatic execution timing, makes a secondary determination as to whether it matches the setting related to the execution frequency specified by the user, which is included in the lottery execution setting data 650. Then, if the secondary determination is also positive, the server system 1100 determines that the automatic execution timing has arrived.

[0086] In addition, the server system 1100 executes an estimation process of recommended items to own at a given periodic timing, and when the type of item to be considered as a recommended item to own is identified (when a recommended item to own is present), it determines that the timing for automatically executing the lottery process has arrived.

[0087] The "recommended item" referred to here is an item that is recommended for the player to possess in order to gain an advantage in playing the game. Since the game of this embodiment is an action RPG, it is desirable to always have a recovery item, for example. Therefore, if the player does not have a recovery item, the recovery item becomes the recommended item to own. Data specifying the recommended item to own for each condition of the game progress state may be prepared in advance, and the data may be referenced.

[0088] In addition, the server system 1100 manages game save data as data indicating the play history of each player up to that point. The server system 1100 can estimate recommended items to be owned for a certain player based on the play history of other players who precede the player in the game progress.

[0089] For example, for a certain player, the game stage that the player is going to conquer next in the game progress is compared with the play history of other players who have already succeeded in conquering the stage and the play history of other players who have failed in conquering the stage, and if there is an item that the former possesses but the latter does not possess, the server system 1100 estimates that the item is a recommended item to possess that will be advantageous in conquering the stage. Also, when comparing the ability parameter values ​​of the player characters 3 of other players who have failed to conquer the stage with those of other players who have succeeded in conquering the stage, a threshold value of the ability parameter value required to achieve a predetermined success rate (e.g., 70% or more) is found, and an item that can raise the ability parameter value of a certain player character 3 to this threshold value (e.g., an attack item if attack power is insufficient) can be estimated as a recommended item to possess.

[0090] In any case, from the standpoint that the automatic lottery can be an opportunity to obtain it, the server system 1100 determines that the automatic execution time has arrived when it is estimated that there is a recommended possession item.

[0091] In addition, the server system 1100 determines the automatic execution timing by referring to the lottery history data 670. The lottery history data 670 is an execution history of not only automatically executed lottery processes, but also so-called manually executed lottery processes executed by a player himself performing a lottery execution operation as in the conventional case.

[0092] Each lottery history data 670 stores, in association with one another, a unique lottery execution ID, lottery date and time, automatic / manual identification information, the user account of the user involved in the lottery, a participating support character ID for identifying the support character 4 involved in the lottery, the type of lottery process to be executed indicating what type of lottery process was executed, and the lottery result.

[0093] The server system 1100 refers to the lottery history data 670 in which the player participated in lotteries for a certain player, and determines that the automatic execution time has arrived if a lottery has not been held for a predetermined period of time or more since the previous lottery was held.

[0094] In addition, the server system 1100 refers to the lottery history data 670 for a specified period in the past (e.g., 3 days, 1 week, etc.), and if the number of lottery executions by a certain player is less than that of other players by a specified threshold or more, it infers that there is a "special lottery (e.g., a lottery with a high probability of winning a rare item, a lottery that can be executed consecutively at low cost, etc.)" that the other players are aware of but that the certain player is unaware of, and determines that the time for automatic execution has arrived.

[0095] FIG. 6 is a diagram for explaining selection of the lottery process to be automatically executed. When it is determined that the time to automatically execute the lottery process has arrived, the server system 1100 selects a lottery process to be executed from among the lottery process candidates 8 (8a, 8b, ...) based on the applied personality setting data 630, the lottery execution setting data 650, and the recommended item ownership estimation result 740.

[0096] A plurality of types of lottery process candidates 8 (8a, 8b, ...) having different configurations of lottery objects are prepared in advance. Specifically, the lottery process candidates 8 (8a, 8b, ...) include ones in which a bias is set in the configuration of lottery objects (synonymous with payout items, emission objects). For example, lottery process candidates 8 having a high ratio of attack items as lottery objects, lottery process candidates 8 having a high ratio of recovery items, and lottery process candidates 8 having a low probability of selection (synonymous with payout probability, emission probability) but a high ratio of items with high rarity are prepared. Of course, the lottery process candidates 8 may be ones in which lottery objects of all categories are included on an average basis.

[0097] The applied individuality setting data 630 includes a lottery process candidate type selection tendency setting 643 . The lottery process candidate type selection tendency setting 643 stores, for each type of lottery process candidate 8 (8a, 8b, ...), a selection tendency point Pn1 indicating the strength of the tendency to select that lottery process candidate 8. It may also store the probability of selecting that lottery process candidate 8. In addition, the applicable individuality setting data 630 includes a degree of obedience 634 of the support character 4 to the player.

[0098] The obedience level 634 may be named differently depending on the game genre or game content, and other parameter values ​​may be added as appropriate. For example, if the game includes an operation in which the player character 3 gives presents to the support character 4, takes care of the support character 4, or has a conversation with the support character 4, the "obedience level" may be expressed as "likability," "intimacy," "friendship," or the like. It may also be expressed as "character level," "development level," or the like.

[0099] On the other hand, the lottery execution setting data 650 includes user preference information 653. The user preference information 653 is information on the lottery object desired by the user, and stores information on the category of the lottery object desired by the user as a result of an operation input to the user preference setting unit 32 (see FIG. 4).

[0100] Assuming that there are n types of lottery process candidates 8 (n is a natural number), when the server system 1100 selects an execution target from among the lottery process candidates 8, it sets an applicable selection probability Psn (n = 1, 2, ...; Ps1, Ps2, Ps3, ...) to each lottery process candidate 8 and selects one of the lottery process candidates 8 using that selection probability.

[0101] Specifically, the server system 1100 performs the following for the n-th lottery process candidate 8: 1) The selection tendency point Pn1 set in the lottery process candidate type selection tendency setting 643 of the applied individuality setting data 630, 2) A value obtained by multiplying a lottery object configuration point Pn2 determined by a predetermined first function based on a ratio of lottery objects matching a user's desired category in the configuration of lottery objects of the lottery processing candidate 8 by a coefficient k based on the obedience level 634; 3) A recommended possession item inclusion point Pn3 determined by a predetermined second function based on the ratio of the recommended possession items included in the lottery targets of the lottery process candidate 8; and Find the sum Fn (=Pn1+k·Pn2+Pn3). Then, the calculated sum Fn (=Pn1+k·Pn2+Pn3) is divided by the total value ΣF of the sums Fn for all the lottery process candidates 8 to determine the applied selection probability Psn of the n-th lottery process candidate 8.

[0102] In addition, when the user preference set in the user preference setting section 32 of the operation input screen W4 (see Figure 4) is not the category of the lottery subject but the type of lottery processing candidate 8, the lottery subject configuration points Pn2 may be added for the lottery processing candidate 8 corresponding to that type, and the lottery subject configuration points Pn2 may not be added for the other lottery processing candidates 8.

[0103] Of course, the method of determining the applied selection probability Psn is not limited to this. For example, a base selection probability for each lottery process candidate 8 is set in the lottery process candidate type selection tendency setting 643. Then, this base selection probability is primarily changed so that the selection probability increases as the ratio of lottery objects that match the priority category set in the lottery execution setting data 650 increases and as the obedience level 634 increases. Furthermore, the primarily changed selection probability may be secondarily changed so that the selection probability increases as the ratio of lottery objects that match the recommended possession items increases in the configuration of lottery objects for that lottery process candidate 8, thereby determining the applied selection probability Psn.

[0104] Then, the server system 1100 applies the applied selection probability Psn (n=1, 2, . . . ) to each of the lottery process candidates 8 to select a lottery process candidate 8 to be executed.

[0105] In addition, with regard to the selection of the lottery process candidate 8 to be executed, the server system 1100 causes the support character 4 to perform a selection action 40, thereby making it appear as if the support character 4 has independently selected the lottery process candidate 8.

[0106] Since the applicable selection probability Psn is determined by the applicable personality setting data 630 of the support character 4, even in the same situation, the lottery process candidate 8 selected as the target for execution is configured to differ depending on the personality of the support character 4, and combined with the selection action, it is possible to improve the effect of making it appear to the user 2 that the support character 4 is actually using his or her pocket money to draw the lottery.

[0107] FIG. 7 is a diagram for explaining the setting of the selection probability of the selection object. When executing the lottery process, the lottery probability (synonymous with the payout probability or the discharge probability) applied to the lottery objects (meaning the items to be paid out, the items to be discharged, and the items provided by the lottery) is called the applied lottery probability Pa.

[0108] Before executing a lottery process, the server system 1100 determines an applicable lottery probability Pa for each lottery object in the lottery process. The applicable lottery probability Pa is determined by adding a probability change amount ΔP to an initial lottery probability Pd.

[0109] The initial selection probability Pd is a selection probability for each selection object that is set in advance in association with the selection process candidate 8 selected as the execution object, and is appropriately set by the operator of the game system 1000.

[0110] The probability change amount ΔP is determined based on the applied individuality setting data 630, the lottery execution setting data 650, and the estimated result 740 of the recommended possession items.

[0111] Specifically, the applied individuality setting data 630 includes a selection probability change setting 644. The selection probability change setting 644 stores a first probability change amount ΔP1 that relatively changes the initial selection probability Pd in ​​association with the type of selection object. The first probability change amount ΔP1 may be stored in association with the category or rarity of the selection object, rather than the type of selection object. For example, when associated with rarity, if the first probability change amount ΔP1 is set to improve the selection probability as the rarity increases, it is possible to express the individuality (talent) of a character that is more likely to select a selection object of high rarity. Conversely, if the first probability change amount ΔP1 is set to decrease the selection probability as the rarity increases, it is possible to express an individuality that is less likely to select a selection object of high rarity.

[0112] The first probability change amount ΔP1 is a relative value between the lottery objects, and is therefore set to "0" overall. The method of determining the first probability change amount ΔP1 is not limited to this. For example, the first probability change amount ΔP1 may be determined randomly for each type of lottery object. The first probability change amount ΔP1 may be set by category, not by type of lottery object.

[0113] Next, the server system 1100 determines the second probability change amount ΔP2 so as to relatively increase the lottery probability for the lottery object corresponding to the user-desired category set in the user-desired information 653 of the lottery execution setting data 650. At that time, for example, the second probability change amount ΔP2 may be determined so as to increase the lottery probability (or decrease the lottery probability) as a predetermined parameter value (for example, obedience) related to the personality of the support character 4 increases.

[0114] Next, the server system 1100 determines a third probability change amount ΔP3 so that the probability of winning a lottery object that matches the recommended possession item is relatively increased.

[0115] Next, the server system 1100 calculates a fourth probability change amount ΔP4 based on the first lottery probability change pattern definition data 591, a fifth probability change amount ΔP5 based on the second lottery probability change pattern definition data 592, and a sixth probability change amount ΔP6 based on the third lottery probability change pattern definition data 593.

[0116] The first lottery probability change pattern definition data 591 is data that defines the influence that the applied personality setting data 630 of the support character 4 has on the lottery probability, and is prepared for each lottery probability change pattern that is a condition for causing a change to the content of the applied personality setting data 630. A single first lottery probability change pattern definition data 591 stores, in association with each other, the change occurrence condition, the change target condition for determining the target of the change, and the change content indicating how the lottery probability is changed, i.e., the fourth probability change amount ΔP4.

[0117] For example, the change occurrence condition is set to "when the obedience exceeds a predetermined threshold value," the change target condition is set to "to be selected for the prioritized category," and the change content (fourth probability change amount ΔP4) is set to a positive value. In this case, when the support character 4 grows and the obedience reaches the threshold value, the selection probability Pa (see FIG. 7) of being selected for the category desired by the player becomes higher than when the threshold value is not reached. This allows the user to feel as if the support character 4 has gained the power to acquire the item desired by the player.

[0118] Also, for example, if the condition for the change to occur is set to "bias over attack power parameter values," the condition for the lottery to be selected is set to "defensive items," and the fourth probability change amount ΔP4 is set to a positive value, the player can be given the impression that the support character 4 has actively selected the lottery in order to obtain an item that will improve the situation of being biased toward attack power.

[0119] The second lottery probability change pattern definition data 592 is data that defines the influence that the lottery execution setting data 650 designated by the user has on the lottery probability, and is prepared for each change pattern of the lottery probability that is a change occurrence condition related to the contents of the lottery execution setting data 650. One second lottery probability change pattern definition data 592 stores the change occurrence condition, the change target condition for determining the target of the change, and the change content (fifth probability change amount ΔP5) that indicates how to change the lottery probability, in association with each other.

[0120] In addition, for the change occurrence conditions in the first lottery probability change pattern definition data 591 and the second lottery probability change pattern definition data 592, other contents such as the game progress status (for example, clearing a predetermined game stage, the combination of the support characters 4 when there are multiple support characters 4, the balance of the ability parameter values ​​of the player character 3, etc.) may be used in combination with the condition description. In addition, the lottery target condition is not limited to the category of the lottery target, and can also be the type of the lottery target.

[0121] The third lottery probability change pattern definition data 593 is data that defines the effect that the presence of a recommended possession item has on the lottery probability, and is prepared for each lottery probability change pattern in which the type of recommended possession item is the change occurrence condition. One third lottery probability change pattern definition data 593 has the type of recommended possession item as the change occurrence condition, and is stored in association with the change content of the lottery probability of the item (sixth probability change amount ΔP6).

[0122] Then, the server system 1100 determines the probability change amount ΔP for the lottery object as the sum of the first probability change amount ΔP1 to the sixth probability change amount ΔP6, and adds this to the initial lottery probability Pd to determine the applied lottery probability Pa for the lottery object.

[0123] By configuring the first probability change amount ΔP1, the second probability change amount ΔP2, and the fourth probability change amount ΔP4 to be influenced by the personality settings of the support character 4, a dramatic effect is created that makes the player see as if the support character 4 has some kind of influence that makes it easier to win a certain type of lottery object.

[0124] When executing the lottery process by applying the applied lottery probability Pa, the server system 1100 controls the display of a lottery operation action 41 that makes the support character 4 appear to be operating a virtual lottery machine (a capsule-type lottery machine known as a "gasha" or "gacha"), making it appear to the user as if the support character 4 is voluntarily playing gacha using his or her pocket money. Of course, the display control of the lottery operation action 41 is not essential and can be omitted as appropriate, or whether or not to control the display can be selected randomly.

[0125] FIG. 8 is a diagram for explaining notification of the lottery result. As is clear from the above description, in this embodiment, the server system 1100 can automatically execute the lottery process, rather than the user himself performing the lottery operation to execute the lottery. In particular, the support character 4 is made to voluntarily execute the lottery using his pocket money. For example, it is similar to a parent giving his child pocket money and letting him use it freely. There is no mechanism for the user 2 to monitor the automatic execution of the lottery process step by step. Instead, the server system 1100 performs a notification mainly by the support character 4 when the lottery result meets a given notification triggering condition. Using the previous example of the parent and child, it is like a child occasionally reporting to his parent how he spent his pocket money.

[0126] Specifically, when the server system 1100 automatically executes the lottery process, it grants the lottery object paid out as the lottery result to the user 2 who uses the support character 4. At this time, basically, without notifying the user about the granting, the paid out lottery object is automatically added to, for example, an item storage or the like.

[0127] The server system 1100 stores and manages the results of the lottery process as lottery history data 670 (see FIG. 5) in association with the support character 4 and the user 2 who uses the support character 4. When the content of the lottery history data 670 satisfies the notification activation condition, the server system 1100 performs display control in which the support character 4 takes the lead in notifying. Furthermore, the server system 1100 performs display control of the notification display 50 not only for the lottery history data 670 but also for other content such as pocket money balance when the notification activation condition is satisfied.

[0128] To determine whether or not to activate a notification, both notification activation conditions that are preset according to the character type of the support character 4 and notification activation conditions specified by the user 2 and stored in the user-specified notification activation condition data 660 (see Figure 4) are used.

[0129] The server system 1100 controls the display of the notification action 42 of the support character 4, the lottery result explanation text 54, and the lottery result image 55, which is an image of the lottery result given to the user, as the notification display 50 (see FIG. 8). Depending on the notification content, the lottery result image 55 may be omitted. The lottery result image 55 is naturally information showing the lottery result, i.e., the lottery result information 56, but the lottery result explanation text 54 also serves as the lottery result information 56 when displaying the name or explanation text of the lottery result.

[0130] In the lottery process automatically executed in this embodiment, the lottery results are not notified one by one each time the process is automatically executed. This is because there is a concern that the user 2 may feel bothered. By having the support character 4 be the notification subject and only notifying the user 2 when the notification triggering conditions are met, not only is it not bothersome for the user 2, but it is also possible to provide a user experience similar to that of receiving occasional reports from a child about how he or she is spending their pocket money.

[0131] Then, after issuing the notification, the server system 1100 accepts an operational input of the player 2's evaluation of the notified content (lottery result). Specifically, a positive evaluation input icon 61 and a negative evaluation input icon 62 are displayed on the player terminal 1500, and the player 2 is prompted to input either of the evaluations of the notified content. In the example of Fig. 8, there are two types of evaluation, but the evaluation content may be selected and input in more detail, such as a five-point scale.

[0132] When an evaluation is input, the server system 1100 changes the applied individuality setting data 630 of the support character 4 in accordance with the result. Specifically, when a positive evaluation input icon 61 is operated and input, the server system 1100 changes the automatic execution tendency setting 641 to increase the execution frequency, and changes the lottery probability change setting 644 to increase the winning probability of the lottery object indicated in the lottery result information 56. Conversely, when a negative evaluation input icon 62 is operated and input, the server system 1100 changes the automatic execution tendency setting 641 to decrease the execution frequency, and changes the lottery probability change setting 644 to decrease the winning probability of the lottery object indicated in the lottery result information 56.

[0133] However, such a change is made when the received evaluation satisfies a given parameter value change condition. The parameter value change condition can be set by a combination of the type of evaluation and the number or frequency of evaluation, or by the degree of evaluation, such as "the positive evaluation input icon 61 appears three times in a row," "the positive evaluation input icon 61 appears three times in one week," or "a positive evaluation of 4 or more on a 5-point scale."

[0134] In this way, by accepting the player 2's evaluation of the notification content (lottery result) from the support character 4 and changing the parameter values ​​related to the lottery of the support character 4, it is possible to provide a user experience similar to that of a parent receiving occasional reports from their child about how they are spending their pocket money, in which the child's personality regarding the lottery changes depending on whether they praise or scold the child.

[0135] FIG. 9 is a functional block diagram showing an example of the functional configuration of the 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.

[0136] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.

[0137] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, and FPGA, 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 user terminal 1500, etc., and performs integrated control of the operation of the server system 1100.

[0138] 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.

[0139] The user management unit 202 performs processing related to user registration procedures and stores and manages various information linked to user accounts. The user management unit 202 includes an electronic payment information management unit 204. The "electronic payment information" referred to here is information used to pay the price for the services provided by the game system 1000 by electronic payment. For example, in a configuration in which electronic payment is adopted using a credit card, a playpaid card, or a membership card, this corresponds to a card number, a PIN number, and the like. In addition, in a configuration in which payment is made by consuming virtual currency, virtual items, or game points that the user has registered in advance through a purchase procedure, this corresponds to the balance of the virtual currency, virtual items, or game points.

[0140] The game management unit 210 executes various controls related to the online game. For example, the game management unit 210 has a game progress control unit 212, a character setting unit 214, a lottery execution setting determination unit 216, a recommended item to own estimation unit 218, a lottery execution control unit 220, an action control unit 228, a lottery history management unit 230, a notification activation condition determination unit 232, a notification control unit 234, an evaluation reception control unit 236, and a parameter value change control unit 238. Of course, functional units other than these may also be included as appropriate.

[0141] The character setting unit 214 sets a character (support character 4) which is a virtual subject that executes the lottery process in association with the user. Specifically, there are multiple types of candidate characters that can be the virtual subject that executes the lottery process, and the character setting unit 214 sets a character to be associated with the user from among the multiple types of candidate characters.

[0142] In addition, the character setting unit 214 sets personalities based on personality settings that differ depending on the type of candidate character, with (1) a tendency regarding the frequency of automatic execution of the lottery process, (2) a tendency regarding the type of selection to be made from among the types of lottery process candidates, and (3) a tendency to execute lottery processes consecutively.

[0143] The lottery execution setting determination unit 216 variably determines lottery execution settings including at least condition settings related to automatic execution of the lottery process based on an operational input by the user. Specifically, the lottery execution setting determination unit 216 sets the lottery execution setting to include (1) a total price upper limit, which is the total amount acceptable as payment for the lottery processing, and (2) preference information regarding the user's preference regarding the selection of a lottery processing candidate to be executed by the lottery execution control unit 220 from multiple types of lottery processing candidates having different lottery targets.

[0144] The recommended possession item estimation unit 218 performs a process of estimating recommended possession items.

[0145] The lottery execution control unit 220 controls the automatic execution of the lottery process based on the lottery execution settings. Specifically, the lottery execution control unit 220 judges the automatic execution timing (see FIG. 5), selects a lottery process candidate 8 to be executed from among the lottery process candidates 8 (see FIG. 6), determines the applicable lottery probability Pa (see FIG. 7), and automatically executes the lottery process of the lottery process candidate 8 to be executed. In this process, the lottery execution control unit 220 controls the automatic execution of the lottery process within the range of the total consideration upper limit, selects and executes a lottery process to be executed based on desired information, and variably controls the frequency of automatic execution of the lottery process based on the personality settings of the character associated with the user.

[0146] The lottery execution control unit 220 has a first lottery possibility variation control unit 222. The first lottery probability variation control unit 222 varies the lottery probability by changing the lottery probability of the lottery object in the lottery process according to the character associated with the user. Specifically, the first lottery probability variation control unit 222 changes the lottery probability based on the setting contents of the lottery execution setting and whether the lottery object satisfies a given recommendation condition. The lottery execution control unit 220 controls the automatic execution of the lottery process using the lottery probability changed by the first lottery probability variation control unit 222.

[0147] The action control unit 228 controls the following: (1) a given selection action 40 (see FIG. 6) that makes it appear as if the character is actively selecting one of a plurality of types of lottery process candidates 8 as an execution target; (2) a given lottery operation action 41 (see FIG. 7) that makes it appear as if the character is performing a lottery start operation; and (3) a notification action 42 (see FIG. 8) related to a notification display 50. The control is performed so that the support character 4 performs the above.

[0148] The lottery history management unit 230 performs control to store and manage information related to the lottery as lottery history data 670 every time the lottery process is executed.

[0149] The notification activation condition determination unit 232 variably determines, based on a user's operational input, a given notification activation condition that is a condition for activating a notification of information indicating the result of the lottery process executed by the lottery execution control unit 220. Specifically, the notification activation condition determination unit 232 sets the notification activation condition to include at least one of (1) a condition related to the relationship between the total consideration upper limit and the total consideration related to the executed lottery processes, and (2) a rarity condition related to the result of the lottery process.

[0150] When the notification activation condition is satisfied, the notification control unit 234 performs notification control in which a character (support character 4) becomes the notification subject and notifies the user of information indicating the result of the lottery processing executed by the lottery execution control unit 220. For example, the notification control unit 234 performs notification control by making the character perform a given action.

[0151] The evaluation reception control unit 236 performs control to receive evaluations on the evaluation results notified by the notification control based on the user's operation input. Specifically, this corresponds to the display control of the positive evaluation input icon 61 and the negative evaluation input icon 62, and the control related to the reception of operation inputs to these input icons (see FIG. 8).

[0152] Parameter value change control unit 238 changes the parameter values ​​of the character associated with the user when the evaluation received by evaluation reception control unit 236 satisfies a given parameter value change condition. Specifically, it changes applied individuality setting data 630 (see FIG. 8).

[0153] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.

[0154] The sound generation unit 290s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds, sound effects, and BGM related to system management, games, etc. of the server system 1100. Then, audio signals related to system management are output to the sound output unit 390s.

[0155] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device or the touch panel 1108.

[0156] The image generation unit 292s generates images, synthesizes images, and outputs image signals for displaying them on the image display unit 392s. In this embodiment, the image generation unit 292s is responsible for part of the function of generating images such as images related to system management of the server system 1100 and game images (or data for displaying game images on the user terminal 1500).

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 10 is a diagram showing examples of programs and data stored in the server storage unit 500s in this embodiment. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, and game initial setting data 510. The server storage unit 500s also stores user management data 600, play data 700, and current date and time 800 as data that is generated and managed sequentially. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0162] The server program 501 is a program for realizing the functions of the user management unit 202 and the game management unit 210 by being read and executed by the server processing unit 200s. The delivery client program 503 is the original client program provided to the user terminal 1500 .

[0163] The game initial setting data 510 includes various initial setting data necessary for controlling the execution of the game. The game initial setting data 510 includes, for example, candidate character initial setting data 520, individuality setting change pattern definition data 550, lottery process candidate initial setting data 570, first lottery probability change pattern definition data 591, second lottery probability change pattern definition data 592, and third lottery probability change pattern definition data 593. Of course, data other than these may also be included as appropriate. For example, initial setting data for the game stage, initial setting data for the player character 3, initial setting data for various items, and the like may also be included as appropriate.

[0164] Candidate character initial setting data 520 is prepared for each type of candidate character 6 (see FIG. 3) selectable as the support character 4, and stores various initial setting data for that type. Specifically, as shown in FIG. 11, for example, it includes a unique character type 521, initial individuality setting data 522, selection action definition data 538, lottery operation action definition data 539, and notification initial setting data 540. Of course, data other than these may also be included as appropriate.

[0165] The initial personality setting data 522 stores the initial values ​​of various parameter values ​​indicating the personality set for the candidate character 6 of the type. Specifically, the initial personality setting data 522 includes ability parameter value initial setting data 523, obedience level initial value 524, execution frequency tendency initial value 531, consecutive execution frequency initial value 532, lottery process candidate type selection tendency initial value 533, and probability change amount initial value 534. Of course, data other than these can also be stored as appropriate.

[0166] The ability parameter value initial setting data 523 is a first data group indicating the personality of the candidate character relating to actions and abilities in game play, and stores the initial values ​​of parameter values ​​of abilities in game play (for example, since the game of this embodiment is an action RPG, durability, basic attack power, basic defense power, etc.).

[0167] The obedience initial value 524 indicates the degree of obedience to the player. The higher the obedience, the higher the probability of following the settings specified by the user who is the player. Specifically, the higher the obedience, the more the server system 1100 prioritizes the settings of the lottery execution setting data 650 (see FIG. 4) when automatically executing the lottery process, and the lower the obedience, the more the server system 1100 prioritizes the settings of the candidate character initial setting data 520, which is part of the character's personality, when automatically executing the lottery process.

[0168] Specifically, "automatically executing the lottery process with priority" as referred to here is realized by determining the weighting of the probability based on the setting of the lottery execution setting data 650 in determining the application selection probability Psn (see FIG. 6) of the lottery process candidate 8 to be executed, based on the value of the obedience degree. In this embodiment, the weighting is performed by multiplying the lottery target configuration point P2 by a coefficient k that is higher the higher the obedience degree. Note that the coefficient k is not limited to a positive value, and can be "0" or a negative value.

[0169] The execution frequency tendency initial value 531 defines a tendency regarding the automatic execution frequency of the lottery process. For example, the probability of the automatic execution timing being a specific time, a specific date and time, and the allowance balance is set.

[0170] As described above, the support character 4 is made to look like an active entity that selects and executes the lottery process on behalf of the user. Therefore, depending on the setting of the execution frequency tendency initial value 531, the candidate character can be made to have a personality such as one that wants to frequently enter lotteries, one that wants to enter lotteries only occasionally, or one that wants to enter lotteries on Sundays.

[0171] The initial value 532 of the consecutive execution frequency defines the frequency with which the lottery process is executed consecutively at the arrival of one automatic execution timing. For example, it is defined as a probability list for each number of consecutive executions. When an opportunity to execute the lottery process arises, the server system 1100 performs a probability calculation according to each probability based on this probability list, and determines how many consecutive executions (number of lotteries) should be performed in this lottery process.

[0172] The lottery process candidate type selection tendency initial setting 533 is data that defines a selection tendency in selecting an execution target from among the lottery process candidates 8 when the candidate character is set as the support character 4. Specifically, it is a list of selection tendency points Pn1 (see FIG. 6) by type of the lottery process candidates 8.

[0173] As described above, the support character 4 is made to look as if it is the main entity in the automatic execution of the lottery. Therefore, depending on the setting, it is possible to determine the characteristics of which type of lottery processing candidate 8 the candidate character is likely to select.

[0174] The probability change amount initial setting 534 is data that defines the influence on the selection probability of the applicable lottery probability Pa of the lottery object when the candidate character is set as the support character 4. Specifically, a first probability change amount ΔP1 (see FIG. 7) by type (or category) of the lottery object is stored.

[0175] The selection action definition data 538 defines a selection action 40 for making the candidate character appear as if he / she is proactively selecting a lottery process candidate 8 to be executed as the support character 4 (see FIG. 6).

[0176] The lottery operation action definition data 539 defines a lottery operation action 41 that makes the candidate character appear as if he or she is actively performing a lottery process as the support character 4 (see FIG. 7).

[0177] The notification initial setting data 540 includes a character-dependent notification activation condition 541 that is applied when the candidate character is set as the support character 4, and notification action definition data 542.

[0178] The character-dependent notification activation condition 541 constitutes a part of the personality related to the notification that is expressed when the candidate character is set as the support character 4. One notification activation condition stores a unique condition type and condition definition data that indicates the content of the condition of that type.

[0179] The notification action definition data 542 is prepared for each type of notification activation condition, and is stored in correspondence with action execution data that defines a notification action that displays the support character 4 as the notification subject in the notification display 50 (see Figure 8) when the notification activation condition of that type is satisfied.

[0180] The types of notification triggering conditions for which the notification action definition data 542 is prepared include notification triggering conditions that can be specified by the user in the notification condition setting unit 38 (see FIG. 4).

[0181] 10, the individuality setting change pattern definition data 550 is prepared for each pattern for changing the individuality setting of the support character 4, and stores the change occurrence condition, the type of parameter to be changed, and the change content in association with each other. In this embodiment, the change occurrence condition is described as a case where the game progress status or play result satisfies a given condition.

[0182] The lottery process candidate initial setting data 570 is prepared for each type of lottery process candidate 8, and stores various data that define the initial configuration of the lottery process candidate 8 of that type. For example, as shown in Fig. 12, one lottery process candidate initial setting data 570 includes (1) a unique lottery process ID 571, (2) a fee setting 573 indicating the fee paid by the user per execution, (3) a consecutive number of times 575 indicating the number of lotteries to be executed consecutively at one automatic execution timing, (4) a lottery process candidate type 577 classified based on the configuration of the lottery object and the consecutive number of times 575, and (5) lottery object configuration definition data 580. Of course, data other than these may also be included as appropriate.

[0183] The lottery object configuration definition data 580 is data that defines the configuration of the lottery object in the lottery process candidate, that is, the contents of the lottery. The data includes lottery object definition data 582 prepared for each type of lottery object, and a lottery object type-specific initial selection probability list 584. Of course, data other than these may also be included as appropriate.

[0184] One lottery object definition data 582 includes a lottery object type, a name, a rarity, specifications, a notification image which is a lottery result image 55 (see Figure 8), and notification text which is displayed as lottery result explanation text 54 (see Figure 8).

[0185] Returning to Fig. 10, user management data 600 is prepared for each user 2 who has completed a prescribed registration procedure, and stores various data related to that user. As shown in Fig. 13, one user management data 600 includes a unique user account 601, electronic payment information 603, game save data 610, lottery history data 670, and notification history data 672. Of course, data other than these may also be included as appropriate.

[0186] The game save data 610 includes progress status data 611 which stores various data describing the progress of the game at the time of saving, player character management data 613 which describes the state of the player character 3 at the time of saving, owned item management data 615, and support character management data 620.

[0187] The support character management data 620 is prepared for each support character 4, and stores various data describing the state of that character at the time of saving. 14, one piece of support character management data 620 includes, for example, (1) a unique support character ID 621, (2) a character type 622, (3) a character level 623 that is automatically set according to the play result, (4) a combat behavior tendency setting 625, (5) an item use condition setting 626, (6) an applicable personality setting data 630, (7) an allowance balance 640, (8) a lottery execution setting data 650, (9) user-specified notification activation condition data 660, and (10) evaluation history data 662. Of course, data other than these may also be included as appropriate.

[0188] The applied personality setting data 630 stores various data indicating the latest personality setting status of the support character 4. Specifically, the data configuration of the applied personality setting data 630 corresponds one-to-one to the data configuration of the initial personality setting data 522, and includes ability parameter value setting data 633, obedience level 634, automatic execution tendency setting 641, continuous execution frequency 642, lottery process candidate type selection tendency setting 643, and lottery probability change setting 644. Of course, data other than these may also be included as appropriate.

[0189] When the supporting character 4 is initially set, the initial personality setting data 522 (see FIG. 11) of the candidate character 6 selected as the supporting character 4 is copied as a base. Then, the personality setting change pattern definition data 550 (see FIG. 10) is changed in accordance with the progress of the game, etc.

[0190] The lottery execution setting data 650 includes, for example, pocket money setting 651, user desired information 653, automatic execution frequency designation data 655, and timing tendency designation data 656. That is, the lottery execution setting data 650 stores settings designated by operation input to the lottery execution setting unit 30 (see FIG. 4). For example, the pocket money setting 651 stores the input result of the designation operation to the pocket money setting unit 31, the user desired information 653 stores the input result of the designation operation to the user desired setting unit 32, the automatic execution frequency designation data 655 stores the input result of the designation operation to the frequency setting unit 33, and the timing tendency designation data 656 stores the input result of the designation operation to the timing tendency setting unit 34.

[0191] The user-specified notification activation condition data 660 stores the result of a specification operation to the notification condition setting unit 38 (see FIG. 4).

[0192] The evaluation history data 662 is a history of evaluations made by the player 2 on the evaluation results displayed in the notification display 50 (see FIG. 8).

[0193] Returning to FIG. 13, the lottery history data 670 is history data of lottery processes involving the user or the support character 4 used by the user as a player, and is created every time a lottery process is executed.

[0194] The notification history data 672 is created each time a notification is made about the result of the lottery process related to the user. One piece of notification history data 672 includes, for example, a notification date and time and a list of lottery execution IDs to be notified. When executing notification control, by referring to the notification history data 672, it is possible to determine whether or not a notification has been made about the lottery result of which lottery history data 670.

[0195] Returning to Fig. 10, play data 700 is created for each game play, and various data describing the latest situation in that game play is stored. One piece of play data 700 includes, for example, as shown in Fig. 15, a player account 701 which is the user account of the user who will become the player, game management data 710, lottery management data 730, and recommended item possession estimation results 740. Of course, data other than these may also be included as appropriate.

[0196] Game management data 710 stores various data necessary for controlling the game progress status and various characters appearing in the game. For example, the data configuration of the game management data 710 is similar to that of the game save data 610 (see FIG. 13), and includes, for example, progress status data 711, player character management data 713, owned item management data 715, and support character management data 720.

[0197] The data configuration of the supporting character management data 720 is the same as the supporting character management data 620 in the game save data 610. When a player plays the game for the first time, each data item in the game management data 710 is set to an initial value. However, when the player plays the game for the second time or later, the game save data 610 is read and copied from the user management data 600 of the player. When the game ends, the contents of the game management data 710 are copied to the game save data 610, and the game is saved.

[0198] The lottery management data 730 is created for each automatic execution of the lottery process. The lottery management data 730 includes, for example, (1) a participating user account 731 indicating a user participating in the lottery process of the managed object, (2) a participating support character ID 732 indicating a support character 4 participating in the lottery process of the managed object, (3) action control data 733 for controlling the action of the participating support character 4, (4) an applied selection probability list 734, (5) a lottery process ID 735 to be executed, (6) an applied lottery probability list 736, (7) an applied consecutive execution count 737, and (8) a consecutive count counter 738. Of course, data other than these may be included as appropriate.

[0199] The applied selection probability list 734 stores the applied selection probability Psn (see FIG. 6) used when selecting the lottery process candidate 8 to be executed, in association with the type of the lottery process candidate 8.

[0200] The applied lottery probability list 736 stores the applied lottery probability Pa (see FIG. 7) for each lottery object of the lottery process to be executed in association with the lottery object.

[0201] The applicable consecutive execution count 737 indicates the consecutive execution count of the lottery process to be managed, determined according to the setting of the consecutive execution frequency 642 of the applicable individuality setting data 630 (see FIG. 14) of the relevant support character 4.

[0202] The result of the estimation process of the items that satisfy the given recommendation conditions is stored in the possession recommended item estimation result 740. The initial value is a value indicating "none", but if the possession recommended item is determined to be estimated as "recommended item present", the item type of the possession recommended item is stored.

[0203] 16 is a functional block diagram showing an example of a functional configuration of a user terminal 1500 in this embodiment. The user terminal 1500 includes an operation input unit 100, a device processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a device storage unit 500.

[0204] 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.

[0205] The voice input unit 102 collects the voice of the user 2 and outputs a voice signal to the device processing unit 200. This corresponds to the microphone 1512 in FIG.

[0206] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, or an IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the device storage unit 500. Then, it executes various arithmetic processing 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 user terminal 1500. This corresponds to the control board 1550 in FIG. 2.

[0207] The terminal processing unit 200 in this embodiment has a user terminal calculation unit 260, a timing unit 280, a sound generation unit 290, and a communication control unit 294.

[0208] User terminal calculation section 260 performs control to realize the function of user terminal 1500 as a client device that communicates with server system 1100. Specifically, user terminal calculation section 260 includes an operation signal transmission control section 261 and an image display control section 262.

[0209] 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 .

[0210] The image display control unit 262 performs control for displaying game screens, various operation screens, and the like based on various data received from the server system 1100. Then, it outputs to the image display unit 392 the generation and output of image signals for displaying those images.

[0211] The image display unit 392 displays various images based on the image signal input from the image display control unit 262. For example, the image display unit 392 can be realized by an image display device such as a flat panel display, a projector, or a head mounted display. In this embodiment, the touch panel 1506 in FIG. 2 corresponds to this.

[0212] In this embodiment, images of the game screen and various operation screens are generated by the server system 1100, but they may also be generated by the user terminal 1500. In this case, the image display control unit 262 executes various controls for generating the screen, such as control of objects arranged in a virtual three-dimensional space for generating 3DCG.

[0213] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.

[0214] 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.

[0215] 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.

[0216] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.

[0217] 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., and corresponds to the wireless communication module 1553 in FIG.

[0218] The terminal storage unit 500 stores programs for implementing given functions in the terminal processing unit 200, 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 implemented 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. The IC memory 1552 and memory card 1540 mounted on the control board 1550 in FIG. 2 correspond to these. A configuration using online storage is also possible.

[0219] Specifically, the terminal storage unit 500 records a client program 502 for causing the terminal processing unit 200 to function as the user terminal computing 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.

[0220] Next, the operation of the game system 1000 of this embodiment will be described. 17 and 18 are flowcharts for explaining the flow of processing in the server system 1100 in the first embodiment. The flow of processing explained here is realized by a user terminal 1500, on which a client program 502 is executed, communicating with the server system 1100, on which a server program 501 is executed. When a user 2 operates the user terminal 1500, the operation input is transmitted to the server system 1100.

[0221] The server system 1100 first executes a login process (step S10). If the user has not been registered (NO in step S12), the server system 1100 creates new user management data 600 and executes a registration process for a new user (step S14).

[0222] Then, the server system 1100 accepts the settings of the player character 3 used by the user as a player, and performs initial settings of the player character 3 (step S16). Furthermore, the server system 1100 displays the operation input screen W4 (see FIG. 4) on the user terminal 1500 to accept the setting of the support character 4 and perform initial setting of the support character 4 (step S18). Accordingly, lottery execution setting data 650 and user-specified notification activation condition data 660 are created. That is, the initial settings of the player character 3 and the support character 4 are saved as game save data 610 (step S20).

[0223] Specifically, in setting the support character 4, the server system 1100 presents candidate characters 6 to the user, accepts the selection of a predetermined number (one in this embodiment), and creates new support character management data 620 (see FIG. 14). At this time, the applied personality setting data 630 is copied from the initial personality setting data 522 of the candidate character initial setting data 520 (see FIG. 11) of the selected candidate character 6.

[0224] Next, the server system 1100 displays the operation input screen W4 on the user terminal 1500 (see FIG. 4). Depending on the operation input result on the operation input screen, the pocket money balance 640, the lottery execution setting data 650, the user-specified notification activation condition data 660, etc. (see FIG. 14) are initialized.

[0225] If the user to be the target of the login process has already been registered, steps S14 to S20 are basically skipped. However, even if the user is already registered, if a setting change operation for a specific support character 4 is input at the user terminal 1500 after logging in, the server system 1100 displays the operation input screen W4 to accept the setting change operation and appropriately changes the contents of the support character management data 620 (not shown).

[0226] Next, the server system 1100 prepares the play data 700, loads the game save data 610 (step S30), and starts game play (step S32). Then, when the game starts, the server system 1100 starts automatic change control of the applied individuality setting data 630 (see FIG. 14) based on the individuality setting change pattern definition data 550 (see FIG. 10) (step S34).

[0227] After the game play starts, the server system 1100 executes a process of estimating recommended items to be owned at a given timing (step S40), and executes a process of determining the timing of automatic execution (step S42; see FIG. 5).

[0228] When the server system 1100 determines that the automatic execution timing has arrived as a result of the automatic execution timing determination (YES in step S44), it executes an execution target selection process to select one lottery process candidate 8 to be executed at the current automatic execution timing from among the multiple lottery process candidates 8 (step S46; see FIG. 6). The selection result is stored as an execution target lottery process ID 735 in the lottery management data 730 (see FIG. 15).

[0229] Next, the server system 1100 sets an applied lottery probability Pa for each lottery target of the lottery process candidate 8 selected as the execution target (step S48; see FIG. 7). The setting result is stored as an applied lottery probability list 736 of the lottery management data 730 (see FIG. 15).

[0230] Next, the server system 1100 determines the applicable consecutive execution count 737 indicating how many times the lottery process to be executed consecutively at the current automatic execution timing based on the consecutive execution frequency 642 (see FIG. 14) in the applicable personality setting data 630 of the support character 4 (step S50; see FIG. 15).

[0231] 18, the server system 1100 executes display control of the selection action 40 (see FIG. 6) by the support character 4 (step S52). This makes it appear to the user 2 as if the support character 4 is voluntarily selecting something from the lottery device.

[0232] Next, the server system 1100 automatically executes a lottery process (step S60), and stores the lottery history data 670 according to the lottery result (step S62; see FIG. 13). Specifically, the server system 1100 allocates random numbers and types of lottery objects within a range of values ​​that can be generated as random numbers so as to realize the applicable lottery probability Pa. Then, the lottery object to which the generated random number corresponds is determined as the lottery result.

[0233] Once the lottery result has been determined, the server system 1100 executes display control of the lottery operation action 41 (see FIG. 7) by the support character 4, making it appear to the user 2 as if the support character 4 itself is performing the lottery operation (step S64), and grants the lottery object, which is the lottery result, to the user (step S66).

[0234] If it is not determined that the automatic execution timing has arrived (NO in step S44; see FIG. 17), steps S46 to S66 are skipped.

[0235] After the start of play, the server system 1100 periodically executes a process of determining whether the notification activation conditions are met. In making the determination, the character-dependent notification activation conditions 541 (see FIG. 11) of the notification initial setting data 540 set for the candidate character 6 that is to be the support character 4 and the user-specified notification activation condition data 660 (see FIG. 14) associated with the support character 4 are referenced. In addition, as the notification target, the history data that is not recorded as the notification target in the notification history data 672 out of the lottery history data 670 (see FIG. 13) is referenced.

[0236] If the notification activation condition is met (YES in step S80), the server system 1100 executes display control of the notification display 50 (step S82). In this process, the server system 1100 controls the support character 4 to perform a notification action according to the notification activation condition that has been met, so that the support character 4 appears to be the notification subject.

[0237] Next, the server system 1100 accepts the input of the evaluation of the player 2 to the notification display 50 on the player terminal 1500 (step S84). Specifically, the server system 1100 displays a positive evaluation input icon 61 and a negative evaluation input icon 62 and accepts the selection input of either one (see FIG. 8). The accepted result is stored in the evaluation history data 662.

[0238] Then, the server system 1100 refers to the evaluation history data 662, and when a given parameter value change condition is satisfied, changes the applicable individuality setting data 630 of the support character 4 (step S86; see FIG. 8).

[0239] When a predetermined logout operation is input (YES in step S90), the server system 1100 updates the game save data 610 based on the play data 700 (step S92), executes the logout process (step S94), and ends the series of processes. When a logout operation is not input (NO in step S83), the process proceeds to step S40.

[0240] As described above, according to this embodiment, it is possible to make the user 2 feel that the support character 4 is human, while increasing the interest in the lottery. In other words, by automatically executing the lottery process, controlling the display of the action of the support character 4 executed in conjunction with the lottery process, and notifying the user of the lottery result only under limited conditions, it is possible to make the user feel as if the support character 4 is voluntarily selecting which of the lottery process candidates 8 to execute and drawing the lottery.

[0241] Moreover, since which lottery process candidate 8 is selected depends on the type and personality of the support character 4, the user will feel that the support character 4 is like a human or animal with a unique personality.

[0242] Furthermore, even if the same lottery process candidate 8 is selected as the execution target, the lottery probability of the lottery target and the subsequent notification are also affected by the personality of the support character 4, so there is a great deal of variety between the time the lottery process is automatically executed and the time the user obtains the lottery result and receives the notification. This not only prevents the game from becoming stale, but also reduces the feeling that the lottery is just a game specification, and enhances the effect of making the user feel that the support character 4 is a human or animal with a personality.

[0243] Second Embodiment Next, the second embodiment will be described. Comparing the second embodiment with the first embodiment, the first embodiment realizes the user management function and the game management function in the server system 1100, but the second embodiment differs in that these functions are realized in the user terminal 1500. In the following, the differences from the first embodiment will be mainly described, and the same components as the first embodiment will be given the same reference numerals as the first embodiment, and the overlapping description will be omitted.

[0244] 19 is a functional block diagram showing an example of the functional configuration of a user terminal 1500 in this embodiment. The user terminal 1500 in this embodiment has a game management unit 210 and an image generation unit 292 instead of the user terminal calculation unit 260 in the first embodiment.

[0245] The image generation unit 292 generates images, synthesizes images, and outputs image signals for displaying them on the image display unit 392s. In this embodiment, the image generation unit 292 generates images such as the operation input screen W4 and game images (or data for displaying game images on the user terminal 1500).

[0246] In addition, the terminal memory unit 500 of this embodiment stores a game program 504 for realizing the functions of the user management unit 202 and the game management unit 210, game initial setting data 510, and play data 700, and the client program 502 and operation input data 690 of the first embodiment are omitted.

[0247] The game initial setting data 510 may be referenced each time by the user terminal 1500 accessing the server system 1100, or may be downloaded from the server system 1100 at a given time and a copy thereof may be stored in the terminal memory unit 500 for reference.

[0248] The process flow of the user terminal 1500 in this embodiment is similar to the flowcharts shown in Figures 17 and 18. That is, in the flowcharts of Figures 17 and 18, the execution subject of various processes and controls should be replaced by the user terminal 1500 instead of the server system 1100. Therefore, according to this embodiment, it is possible to obtain the same effects as the first embodiment.

[0249] [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.

[0250] (Variation 1) For example, in the first embodiment, an example was given in which the game system 1000 was realized in a client-server type computer system, but the server system 1100 may be omitted and the game system may be realized in a computer system in which multiple user terminals 1500 are connected in a peer-to-peer manner. In that case, one of the user terminals 1500 is made to function as the server system 1100 of the first embodiment. Alternatively, the function of the game management unit 210 may be shared among multiple user terminals 1500.

[0251] Similarly, from the viewpoint of sharing the functions of the game management unit 210, a configuration in which some of the functions of the game management unit 210 are realized and shared by the user terminal 1500 based on the first embodiment is also possible.

[0252] (Variation 2) In the above embodiment, the computer is configured to automatically execute the lottery process from the execution timing, execution target, to notification. In other words, from the user's point of view, the lottery process is left to its own devices and is fully automatic. However, a process of user approval can be included as appropriate.

[0253] Specifically, the lottery execution control unit 220 can be configured to perform an inquiry control in which the support character 4 takes the initiative in inquiring of the user about approval of the automatic execution of the lottery process before the lottery process is automatically executed, and to execute the lottery process when the user performs an approval operation in response to the inquiry.

[0254] Fig. 20 is a flowchart for explaining the flow of processing in this configuration, and corresponds to the part of the flowchart shown in Fig. 18. In this configuration, the server system 1100 receives user approval for the execution of the lottery before step S60 (step S54). At that time, it is preferable to present to the user information such as the type of lottery process candidate 8 to be executed and the planned number of consecutive executions.

[0255] If user approval is obtained (YES in step S56), the server system 1100 proceeds to step S60, and if user approval is not obtained (NO in step S56), the server system 1100 executes display control so that the support character 4 reacts 43 to the fact that approval was not obtained (step S58).

[0256] If the execution subject in the flowchart of FIG. 20 is replaced with the user terminal 1500, this modification can also be applied to the second embodiment.

[0257] (Variation 3) In the above embodiment, the method of changing the selection probability of the selection object is to change the selection probability set for each type of selection object, but this is not limited to this. For example, as shown in Fig. 21, based on the first embodiment, the first selection probability change control unit 222 may be replaced with the second selection probability change control unit 224.

[0258] The second lottery probability change control unit 224 changes the lottery probability by changing the population of lottery objects in the lottery process (a population defined by the lottery object configuration definition data 580; see FIG. 12) according to the character associated with the user.

[0259] Specifically, as shown in Fig. 22, the lottery object configuration definition data 580 of the lottery process candidate initial setting data 570 is replaced with the initial population data 581. In the initial population data 581, the lottery object types are listed in the number of types constituting the population, and the lottery process is realized by randomly selecting one from the population. Therefore, depending on the lottery process candidate 8, the number of lottery objects of the same type contained in the population may be set to more than one. The more the lottery object contained, the more likely it is to be paid out.

[0260] The second draw probability variation control unit 224 creates a copy of the initial population data 581 in the lottery management data 730, and sets this as the "applicable population data." When making a change to increase the draw probability of a certain draw object, the second draw probability variation control unit 224 increases the number of inclusions in the population described in the applicable population data of the certain draw object, and when making a change to decrease the draw probability, the second draw probability variation control unit 224 decreases the number of inclusions.

[0261] In addition, if there is a recommended item to own (a lottery subject that satisfies given recommendation conditions), the quantity of that item contained in the lottery processing candidate 8 is changed, or the recommended item to own is newly added to the applicable population data as a lottery subject. Then, the lottery execution control unit 220 uses the applicable population data changed by the second lottery probability variation control unit 224 to control the automatic execution of the lottery process.

[0262] It should be noted that the lottery execution control unit 220 may be configured to include both the first lottery possibility variation control unit 222 and the second lottery possibility variation control unit 224.

[0263] (Variation 4) Furthermore, in the above embodiment, the support character 4 has been described as an NPC that appears in a certain game, but it may also be a character that appears across a number of different games that can be played using the same user account. [Explanation of symbols]

[0264] 4...Support characters 6...Candidate characters 8...Lottery processing candidates 30...Lottery execution setting section 31...Pocket Money Setting Section 32...User preference setting section 33...Frequency setting section 38...Notification condition setting section 40...Selection action 41...Lottery operation action 42...Notification action 43…Reaction 50…Notification display 54…Lottery result explanation text 55...Lottery result image 56...Lottery result information 200s…Server processing section 210…Game Management Department 212...Game progress control unit 214…Character setting section 216...Lottery execution setting determination section 218…Recommended Item Prediction Section 220... Lottery execution control unit 222...First lottery possibility change control unit 224...Second lottery possibility change control unit 228...Action control section 230…Lottery History Management Department 232...Notification activation condition determination unit 234...Notification control unit 500s…Server storage 501...Server program 510... Game initial setting data 520…Candidate character initial setting data 522…Initial personality setting data 531…Execution frequency trend initial value 532…Continuous execution frequency initial value 533… Initial setting of lottery process candidate type selection tendency 534… Initial probability change amount setting 538...Selection action definition data 539... Lottery operation action definition data 540... Notification initial setting data 541…Character-dependent notification activation conditions 542...Notification action definition data 550…Personality setting change pattern definition data 570... Initial setting data for lottery process candidates 573...Price setting 577...Lottery processing candidate types 580... Lottery target configuration definition data 581…Initial population data 582... Lottery target definition data 584…List of initial selection probabilities by lottery type 591…First lottery probability change pattern definition data 592…Second lottery probability change pattern definition data 593…Third lottery probability change pattern definition data 600...User management data 615...Owned item management data 620...Support character management data 630…Applicable personality setting data 640…Pocket money balance 641…Automatic execution trend setting 642…Continuous execution frequency 650...Lottery execution setting data 651...Pocket money setting (total amount limit) 653...User requested information 655...Automatic execution frequency specification data 660...User-specified notification trigger condition data 670...Lottery history data 700...Play data 730...Lottery management data 733...Action control data 734…Applicable selection probability list 736…Applicable lottery probability list 740…Recommended items to own 1000…Game System 1100...Server system 1150…Control board 1500: User terminal Pa…Applicable lottery probability Pd: Initial lottery probability Pn1…Selection tendency points Pn2… Lottery target composition points Pn3… Recommended items to own Psn: Probability of selection W4: Operation input screen

Claims

1. a character setting means for setting a character, which is a virtual subject that performs an action under automatic control including execution of a lottery process (hereinafter referred to as "automatic action"), in association with a user; a lottery execution control means for controlling automatic execution of the lottery process performed by a character associated with the user as one of the automatic actions; A computer system comprising:

2. a parameter value related to automatic execution of the lottery process is set for the character; the lottery execution control means controls automatic execution of the lottery process based on the parameter value of the character associated with the user.

2. The computer system of claim 1.

3. a character setting means for setting, in association with a user, a character that is a virtual subject that executes a lottery process, and for which parameter values ​​including a frequency tendency parameter value indicating a tendency regarding an automatic execution frequency of the lottery process or a timing tendency parameter value indicating a tendency regarding an automatic execution timing of the lottery process are determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; A computer system comprising:

4. a character setting means for setting a character, which is a virtual subject that executes a lottery process, in association with a user, the character having a parameter value related to automatic execution of the lottery process being determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; Equipped with The lottery process includes a plurality of types of lottery process candidates each having a different lottery target, the parameter value includes a selection tendency parameter value indicating a tendency regarding a selection type to be selected from the types of the lottery process candidates, the lottery execution control means selects and executes a lottery process to be executed based on the selection tendency parameter value of the character associated with the user. Computer system.

5. The lottery execution control means a first selection probability variation control means for varying a selection probability of a selection object in the selection process according to a character associated with the user, thereby varying a selection probability; and controlling automatic execution of the lottery process using the lottery probability changed by the first lottery possibility variation control means. A computer system according to any one of claims 2 to 4.

6. A rarity is set for the lottery object in the lottery process, the parameter value includes a lottery probability improvement parameter value indicating a degree of improvement in the lottery probability according to the rarity, the first selection probability variation control means varies a selection probability of a selection object of the selection process based on the selection probability improvement parameter value of a character associated with the user, thereby varying the selection probability; 6. The computer system of claim 5.

7. a character setting means for setting a character, which is a virtual subject that executes a lottery process, in association with a user, the character having a parameter value related to automatic execution of the lottery process being determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; a means for setting a user's desired selection target among the selection targets of the selection process based on an operation input by the user; Equipped with the parameter value includes a desired selection probability fluctuation parameter value indicating a fluctuation in the selection probability of the user's desired selection object, The lottery execution control means a first selection probability variation control means for varying a selection probability of the user's desired selection object based on a desired selection object probability variation parameter value of a character associated with the user, thereby varying a selection probability of the selection object of the selection process; and controlling automatic execution of the lottery process using the lottery probability changed by the first lottery possibility variation control means. Computer system.

8. a character setting means for setting a character, which is a virtual subject that executes a lottery process, in association with a user, the character having a parameter value related to automatic execution of the lottery process being determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; an evaluation receiving means for receiving an evaluation on a result of the lottery process based on an operation input by the user; a parameter value change control means for changing the parameter value of the character associated with the user when the evaluation accepted by the evaluation acceptance means satisfies a given parameter value change condition; A computer system comprising:

9. The lottery execution control means a second selection probability variation control means for varying a selection probability by changing a population of selection objects in the selection process in accordance with a character associated with the user; and controlling automatic execution of the lottery process using the population changed by the second lottery possibility variation control means. A computer system according to any one of claims 2 to 8.

10. a lottery execution setting determination means for variably determining a lottery execution setting including at least a condition setting related to automatic execution of the lottery process based on an operation input by the user; Further comprising: the lottery execution control means controls automatic execution of the lottery process based on the lottery execution setting; A computer system according to any one of claims 1 to 9.

11. A price per one lottery process is set, The lottery execution setting determination means determines a total consideration upper limit, which is a sum of the allowable considerations, by including it in the lottery execution setting; The lottery execution control means controls automatic execution of the lottery process within the range of the total consideration upper limit.

11. The computer system of claim 10.

12. The lottery process includes a plurality of types of lottery process candidates each having a different lottery target, the lottery execution setting includes preference information on a user's preference regarding selection of the lottery process candidate to be executed by the lottery execution control means, among the types of the lottery process candidate, the lottery execution control means selects and executes a lottery process to be executed based on the desired information.

12. A computer system according to claim 10 or 11.

13. the lottery execution control means performs automatic execution control of the lottery processing based on an execution history of the lottery processing. A computer system according to any one of claims 1 to 12.

14. a character setting means for setting a character, which is a virtual subject that executes the lottery process, in association with a user; a lottery execution control means for controlling automatic execution of the lottery process based on a character associated with the user, the lottery execution control means performing an inquiry control for inquiring of the user regarding approval of automatic execution of the lottery process, mainly performed by the character, before automatic execution of the lottery process, and executing the lottery process when an approval operation is performed by the user in response to the inquiry; A computer system comprising:

15. The computer system is a server system communicatively connected to a user terminal of each user. A computer system according to any one of claims 1 to 14.

16. the lottery execution control means performs automatic execution control of the lottery process based on an automatic execution history of the lottery process related to each user.

16. The computer system of claim 15.

17. A computer system, a character setting means for setting a character, which is a virtual subject that performs an action under automatic control including execution of a lottery process (hereinafter referred to as "automatic action"), in association with a user; a lottery execution control means for controlling automatic execution of the lottery process performed by a character associated with the user as one of the automatic actions; A program to function as a

18. A computer system, a character setting means for setting, in association with a user, a character which is a virtual subject for executing a lottery process, and for which parameter values ​​including a frequency tendency parameter value indicating a tendency regarding the frequency of automatic execution of the lottery process or a timing tendency parameter value indicating a tendency regarding the timing of automatic execution of the lottery process are determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; A program to function as a

19. A computer system, a character setting means for setting a character, which is a virtual subject that executes the lottery process, in association with a user, the character having a parameter value related to automatic execution of the lottery process being determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; Function as a The lottery process includes a plurality of types of lottery process candidates each having a different lottery target, the parameter value includes a selection tendency parameter value indicating a tendency regarding a selection type to be selected from the types of the lottery process candidates, the lottery execution control means selects and executes a lottery process to be executed based on the selection tendency parameter value of the character associated with the user. program.

20. A computer system, a character setting means for setting a character, which is a virtual subject that executes the lottery process, in association with a user, the character having a parameter value related to automatic execution of the lottery process being determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; a means for setting a user's desired selection target among the selection targets of the selection process based on an operation input by the user; Function as a the parameter value includes a desired selection probability fluctuation parameter value indicating a fluctuation in the selection probability of the user's desired selection object, The lottery execution control means a first selection probability variation control means for varying a selection probability of the user's desired selection object based on a desired selection object probability variation parameter value of a character associated with the user, thereby varying a selection probability of the selection object of the selection process; and controlling automatic execution of the lottery process using the lottery probability changed by the first lottery possibility variation control means. program.

21. A computer system, a character setting means for setting a character, which is a virtual subject that executes the lottery process, in association with a user, the character having a parameter value related to automatic execution of the lottery process being determined; a lottery execution control means for controlling automatic execution of the lottery process based on the parameter value of the character associated with the user; an evaluation receiving means for receiving an evaluation on a result of the lottery process based on an operation input by the user; a parameter value change control means for changing the parameter value of the character associated with the user when the evaluation accepted by the evaluation acceptance means satisfies a given parameter value change condition; A program to function as a

22. A computer system, a character setting means for setting a character, which is a virtual subject that executes the lottery process, in association with the user; a lottery execution control means for controlling automatic execution of the lottery process based on a character associated with the user, the lottery execution control means performing an inquiry control for inquiring of the user regarding approval of automatic execution of the lottery process, mainly performed by the character, before automatic execution of the lottery process, and executing the lottery process when an approval operation is performed by the user in response to the inquiry; A program to function as a

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