Program and computer system
Patent Information
- Application Number
- JP2024076619
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-09
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2040-03-31
Smart Images

Figure 0007640784000001 
Figure 0007640784000002 
Figure 0007640784000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a program for causing a computer system to control an AI (Artificial Intelligence) character based on a given AI control routine as autonomous control in accordance with the progress of a game. [Background technology]
[0002] Some video games feature NPCs (non-player characters) that are controlled by a computer to act autonomously. For example, an NPC that accompanies the player character can become a reliable comrade in arms or a hunting companion depending on the game content. There are also NPCs that become enemies of the player character. NPCs that do not just perform simple actions but also have some kind of sentient behavior are also called AI (Artificial Intelligence) characters.
[0003] There are various methods for controlling NPCs. The most well-known method is to associate rules that determine various situations that may occur in the game with the actions of the AI character when the rules are applied, and to automatically select and activate the action of the matching rule. By setting the rules and actions in detail, the behavior of the NPC becomes more human-like. The function that controls the NPC is sometimes called artificial intelligence in a broad sense (even if it does not use neural network technology) (see, for example, Patent Document 1).
[0004] In recent years, technology has become known in which an NPC is controlled by a virtual player (AI agent) using a trained neural network (see, for example, Patent Document 2). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2007-075467 A [Patent Document 2] JP 2019-095973 A Summary of the Invention [Problem to be solved by the invention]
[0006] To determine the behavior of an NPC, game status information, which is information about the situation in the game world and the game progress, is referenced. Game status information about the situation in the game world can be, for example, the relative positions of characters, the relative positions of background objects, how many characters of each type are present, the terrain, and other information. Game status information about the game progress can be, for example, the player character's remaining HP, remaining play time, the number of defeated enemies, the number of remaining bullets, and other information. The more types of game status information there are, the more detailed the situation can be understood. For this reason, it has been thought that it is desirable to refer to many types of game status information in order to realize the behavior control of NPCs.
[0007] However, when looking at many different types of game progress, no matter how detailed the rules are, or how well the neural network is trained, there are many cases where the behavior of the NPCs is not satisfactory from the player's perspective.
[0008] For example, in a situation where a player's character and an NPC, an ally character, are fighting off a large number of approaching enemies, even if the player gives the NPC the command to "attack the enemy in front of the NPC," if the decision of which enemy to attack is left to the NPC, the NPC will not necessarily attack in the tactically optimal attack priority order that the player has in mind. On the other hand, if the player has to specify which enemies to attack one by one, the player will not be able to concentrate on attacking with the player character. This will also reduce the sense of immersion in the game.
[0009] On the other hand, it would be extremely costly to recreate the NPC's autonomous control algorithm from scratch.
[0010] The problem that the present invention aims to solve is to provide an entirely new control technology that enables new autonomous behaviors of NPCs without modifying the control routines of the autonomous behaviors of NPCs. [Means for solving the problem]
[0011] A first invention for solving the above-mentioned problems is a program for causing a computer system to control an AI (Artificial Intelligence) character based on a given AI control routine as autonomous control according to the progress of a game, comprising: the AI control routine is a control routine capable of controlling the AI character even when a part of game situation information that can be used as input data is input, an AI control routine execution means (e.g., the server processing unit 200s, the game management unit 210, and the AI control routine execution unit 240 in FIG. 9, the trained neural network data 512 in FIG. 10, and step S6 in FIG. 16) for controlling the AI character based on the AI control routine using given AI input information among game situation information that can be the input data as an input to the AI control routine; AI input information control means for variably controlling the AI input information (for example, the server processing unit 200s, game management unit 210, and AI input information control unit 224 in FIG. 9, the game status information 740 in FIG. 10, the AI input information control data 750 in FIG. 14, and steps S10 to S30 in FIG. 16); It is a program for causing the computer system to function as the
[0012] The "computer system" referred to here may be a single computer or multiple computers working together. Also, the "AI (Artificial Intelligence) control routine" refers to control for realizing autonomous behavior of a controlled object, and may be realized in the form of an expert system including control by rule-based judgment processing, an AI using a trained neural network, etc.
[0013] Conventionally, when executing an AI control routine, the type of information to be referred to is predetermined, and all of the information to be referred to is referred to to determine the behavior of the AI character. However, according to the first invention, the AI input information to be referred to in determining the control of the AI character can be variably determined from a large amount of game situation information. Even if the AI control routine is the same, the autonomous behavior of the AI character will change as the AI input information changes. In other words, a completely new control technology can be realized that enables new autonomous behavior of the AI character without modifying the AI control routine.
[0014] A second invention is the program of the first invention, wherein the AI input information control means has operation cause control means (for example, the operation cause control unit 226 in FIG. 9, the operation cause control filter definition data 520 in FIG. 11, steps S24 to S28 in FIG. 16) that makes the AI input information different between a case where the player makes a first operation input and a case where the player does not make the first operation input or makes a second operation input different from the first operation input.
[0015] According to the second invention, the computer system can cause the behavior of the AI character guided by the AI control routine to differ depending on whether the player makes a first operational input, or whether the player does not make the first operational input or makes a second operational input.
[0016] A third invention is the program of the second invention, wherein the operation cause control means controls the AI input information when the player does not perform the first operation input to include the AI input information when the player performs the first operation input.
[0017] According to the third invention, when comparing the types of AI input information referred to by the AI control routine (input to the AI control routine) between when the player "does not" perform the first operational input and when he "does", the types of information are greater in the former than in the latter, and the latter is only a part of the former. In other words, the computer system can change the behavior of the AI character guided by the AI control routine by limiting the AI input information referred to (effectively blocking the information).
[0018] In addition, if the number of types of AI input information in normal times referenced in the AI control routine is set to be smaller than the maximum number, the relationship of abundance and inclusion between the former and latter may be reversed. That is, as a fourth invention, the program of the second invention can be configured in which the operation cause control means sets the AI input information when the player has made the first operation input to information including the AI input information when the player has not made the first operation input.
[0019] A fifth invention is a program of any of the second to fourth inventions, in which the operation cause control means determines the AI input information by executing an operation cause filter process that narrows down information to be the AI input information from game status information that can be used as the input data.
[0020] According to the fifth aspect of the present invention, the computer system can change the behavior of the AI character by narrowing down the AI input information and reducing the amount of information input to the AI control routine.
[0021] In addition, a sixth invention is a program of any of the first to fifth inventions, in which the AI input information control means has game progress cause control means (for example, the game progress cause control unit 228 of FIG. 9, the game progress cause control filter definition data 530 of FIG. 12, steps S10 to S20 of FIG. 16) that makes the AI input information different between a case in which a first game progress condition is satisfied and a case in which the first game progress condition is not satisfied or a second game progress condition different from the first game progress condition is satisfied.
[0022] According to the sixth invention, the computer system can change the control of the AI character depending on whether a first game progress condition is satisfied, whether the first game progress condition is not satisfied, or whether a second game progress condition is satisfied.
[0023] A seventh invention is a program of the sixth invention, in which the game progress factor control means controls the AI input information when the first game progress condition is not satisfied to include the AI input information when the first game progress condition is satisfied.
[0024] According to the seventh invention, when comparing the types of AI input information referred to in the AI control routine (input to the AI control routine) in a case where the first game progress condition is not satisfied with a case where the first game progress condition is satisfied, the types of information are greater in the former case than in the latter case, and are a part of the latter case. In other words, the computer system can change the behavior of the AI character guided by the AI control routine by limiting the AI input information referred to (effectively blocking the information).
[0025] In addition, when the number of types of AI input information in normal times referenced in the AI control routine is set to be smaller than the maximum number, the relationship of abundance and inclusion between the former and latter may be reversed. That is, as an eighth invention, the program of the sixth invention can be configured in which the game progress fundamental control means sets the AI input information when a first game progress condition is satisfied to include the AI input information when the first game progress condition is not satisfied.
[0026] A ninth invention is a program of any of the sixth to eighth inventions, in which the first game progress condition and the second game progress condition are conditions based on parameter values set for the AI character that change according to the game progress.
[0027] According to the ninth invention, the computer system can determine whether the first game progress condition and the second game progress condition are satisfied based on the parameter values set for the AI character, and can change the behavior of the AI character.
[0028] A tenth invention is a program of any of the sixth to ninth inventions, in which the game progress factor control means determines the AI input information by executing a game progress factor filter process that narrows down information to be the AI input information from game status information that can be used as the input data.
[0029] According to the tenth aspect of the present invention, the computer system can change the behavior of the AI character by narrowing down the AI input information, compared to when the information is not narrowed down.
[0030] An eleventh invention is the program according to any one of the first to tenth inventions, wherein the game situation information that can be the input data includes display information that is displayed on a game screen of a player.
[0031] According to the eleventh aspect of the present invention, it is possible to use various pieces of information (display information) displayed on the game screen as game situation information.
[0032] A twelfth invention is a program of any of the first to eleventh inventions, wherein the game situation information includes situation information of the game space included in the field of view of the AI character, and the AI input information control means variably controls the AI input information by selecting information to be included in the AI input information from the situation information of the game space included in the field of view of the AI character.
[0033] According to the twelfth aspect of the invention, it becomes possible to use information about what the AI character can see as game situation information.
[0034] A thirteenth invention is a program of any of the first to twelfth inventions, in which the AI input information control means determines the AI input information by narrowing down information to be the AI input information from game status information that can be used as the input data.
[0035] According to the thirteenth aspect of the present invention, by narrowing down the AI input information, it becomes possible to bring about a certain biased effect on the behavior of the AI character guided by the AI control routine.
[0036] A fourteenth invention is a computer system that controls an AI character based on a given AI (Artificial Intelligence) control routine as autonomous control in response to game progress, the AI control routine being a control routine that is capable of controlling the AI character even when a portion of game situation information that can be used as input data is input, the computer system comprising: an AI control routine execution means that controls the AI character based on the AI control routine using given AI input information from the game situation information that can be used as input data; and an AI input information control means that variably controls the AI input information.
[0037] According to the fourteenth aspect of the present invention, it is possible to realize a computer system that provides the same operational effects as the first to thirteenth aspects of the present invention. [Brief description of the drawings]
[0038] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 2 is a front view showing a configuration example of a player terminal. [Diagram 3] FIG. 1 is a diagram for explaining the game content. [Figure 4] FIG. 13 is a diagram for explaining control of an AI character. [Diagram 5] Diagram (part 1) to explain the player's involvement in controlling AI input information. [Figure 6]Diagram (part 2) to explain the player's involvement in controlling AI input information. [Figure 7] FIG. 13 is a diagram showing an example of the difference in the autonomous behavior of an AI character depending on whether or not the AI input information is narrowed down by the AI input information control. [Figure 8] FIG. 2 is a diagram for explaining AI input information control based on parameter values related to an AI character. [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 operation cause control filter definition data. [Figure 12] FIG. 13 is a diagram showing an example of the data configuration of game progress factor control filter definition data. [Figure 13] FIG. 4 is a diagram showing an example of the data configuration of game space management data. [Figure 14] FIG. 13 is a diagram showing an example of the data configuration of AI input information control data. [Figure 15] FIG. 2 is a functional block diagram showing an example of the functional configuration of a player terminal according to the first embodiment. [Figure 16] 6 is a flowchart illustrating a process flow in the server system. [Figure 17] FIG. 11 is a functional block diagram showing an example of the functional configuration of a player terminal according to a second embodiment. [Figure 18] FIG. 11 is a diagram showing an example of programs and data stored in a terminal storage unit according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0039] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0040] [First embodiment] FIG. 1 is a diagram illustrating an example of the configuration of a game system. The game system 1000 is a computer system that provides online games to players 2 who are users of player terminals 1500. Of course, the game system 1000 may provide other services.
[0041] The game system 1000 includes a server system 1100 and a player terminal 1500 which are connected to each other via a network 9 so as to be capable of data communication with each other.
[0042] 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.
[0043] The server system 1100 is a computer system having, for example, a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 mounted on the main device 1101.
[0044] 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).
[0045] The server system 1100 realizes (1) a user management function for managing information related to user registration and the like, (2) an online shopping function for selling game media such as various characters and items that can be used in the game to users online, and (3) a game management function for providing data necessary for the player 2 to play the game and managing the execution control of the game on the player terminal 1500, by the control board 1150 performing calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server type online game.
[0046] Although only one player terminal 1500 is depicted in FIG. 1, in actual system operation, a plurality of player terminals 1500 can access the server system 1100 at the same time.
[0047] Also, although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured to include multiple blade servers each sharing a function, and connected to each other via an internal bus so that data communication is possible. Furthermore, the installation location of the hardware constituting the server system 1100 does not matter. It may be configured such that multiple independent servers installed at separate locations communicate data via the network 9 to function as the server system 1100 as a whole.
[0048] 2 is a front view showing an example of the configuration of a player terminal 1500. The player terminal 1500 is a computer system that a user who has completed a registration procedure uses to utilize the game system 1000 of this embodiment, and is an electronic device that can access the server system 1100 via the network 9. The player terminal 1500 is a device with which a user can play a game.
[0049] 2 is a device known as a smartphone, but may be a computer system such as a wearable computer, such as a smart watch or smart glasses, a portable game device, a tablet computer, or a personal computer. In the case where multiple electronic devices are communicatively connected to each other to perform one function, such as a combination of a smartphone and a smart watch communicatively connected to the smartphone, these multiple electronic devices can be regarded as one player terminal 1500.
[0050] The player terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, and the like (not shown) are provided. In addition, an IC card reader that can contactlessly read and write data from an IC card type credit card or prepaid card that can be used to pay for the use of the game system 1000 may be provided.
[0051] 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.
[0052] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, (2) a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, (3) an output amplifier circuit for outputting an audio signal to the speaker 1510, (4) an input signal generation circuit for generating an audio signal collected by the microphone 1512, (5) a circuit for inputting image data of an image captured by the camera 1520, and (6) a signal input / output circuit for the memory card reader 1542.
[0053] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. A part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data for realizing the functions of a player terminal in an IC memory 1552.
[0054] In this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but may be configured to read them from a storage medium such as a memory card 1540 obtained separately.
[0055] FIG. 3 is a diagram for explaining the game content. The game played on the player terminal 1500 is an online game executed in a client-server system in which the server system 1100 serves as the game server. Information related to the progress of the game and information related to the display of the game screen are generated by the server system 1100 and provided to the player terminal 1500 as appropriate. The player terminal 1500 functions as a terminal for operation input and game screen display. That is, the player terminal 1500 displays the game screen based on the information provided by the server system 1100, and transmits operation input information to the server system 1100 one by one. The server system 1100 progresses the game based on the operation input information transmitted from the player terminal 1500.
[0056] The game is a shooting game in which the player fights against an enemy NPC 6 using a player character 3 and an AI character 4. The player character 3 is the player's alter ego in the game world. The AI character 4 is an NPC that is an ally of the player character 3. In the example of FIG. 3, there is one AI character 4, but multiple AI characters 4 may appear.
[0057] The game space is constructed by arranging various background objects 7 in a three-dimensional virtual space, and each character object, namely, a player character 3, an AI character 4, and an enemy NPC 6, is arranged in the game space. Then, a game screen is generated based on a game space image (rendered image) obtained by photographing the various objects being controlled by a virtual camera.
[0058] FIG. 4 is a diagram for explaining the control of the AI character 4. As shown in FIG. The AI character 4 has a human form and is set as an entity capable of autonomously acting like a human, and its movement control is realized by an AI control routine 12. For example, the AI control routine 12 can identify enemy NPCs 6 and background objects 7 present within a field of view 10, and aim at and attack the enemy NPCs 6.
[0059] The AI (Artificial Intelligence) control routine 12 determines and controls how the AI character 4 will behave based on the AI input information. The AI control routine 12 means a type of program for realizing the autonomous behavior of the controlled object, and the realization form may include control by a rule-based judgment process, or may be an expert system or an AI using a trained neural network. In this embodiment, it is assumed that the AI uses a trained neural network based on the trained neural network data 512.
[0060] The AI input information input to the AI control routine 12 is output by the AI input information control 14. The AI input information control 14 narrows down the game situation information 740 and outputs it as the AI input information. In other words, the AI input information control 14 functions as an "information blocker" or "information narrowing down filter" that selectively blocks information input to the AI control routine 12.
[0061] The game status information 740 is information about the status of the game world and the game progress. Game status information about the status of the game world may include, for example, the relative positions of characters, the relative positions of background objects, how many characters of what type there are, the terrain, and the like. Game status information about the game progress may include, for example, the remaining durability value (so-called HP) of the player character 3, the remaining play time, the number of defeated enemies, the number of remaining bullets, the type of game stage, the results of scenario branching, and the like.
[0062] Specifically, the game status information 740 includes AI character perception information 742 , player character perception information 744 , and game screen display information 746 .
[0063] The AI character perception information 742 is information about the game world captured by the information sources of the perception of the AI character 4 (for example, the field of view 10, hearing, various sensors equipped on the AI character 4, etc.). For example, one piece of AI character perception information 742 whose information source is "vision" includes various information such as the type of object present within the field of view 10, equipment information of the object, motion status information of the object, relative orientation to the object, relative distance to the object, friend or foe identification, non-attack target identification, etc. The type of information included in the AI character perception information 742 can be set appropriately depending on the target information source, the role in the game of the object appearing in the game, and the action required of the AI character 4.
[0064] The player character perception information 744 is information about the game world captured by information sources (such as the field of view 10, hearing, various sensors, etc.) of the perception of the player character 3. The content of the included information is similar to that of the AI character perception information 742.
[0065] The information contained in the AI character perception information 742 and the player character perception information 744 is basically obtained by directly referring to the control data of a perceived object (for example, enemy NPC 6 in field of view 10), but when vision is the information source, each object may be obtained by image recognition from the field of view image of the AI character 4 and the field of view image of the player character 3 (the image that is the basis of the game screen 30). In that case, dictionary data for image recognition will be prepared as appropriate.
[0066] The game screen display information 746 is display information displayed on the game screen 30 displayed on the player terminal 1500. For example, this corresponds to various parameter values (e.g., durability value, magic points, values indicating abnormal status such as paralysis or poison, etc.) included in the status display 32 describing the latest status of the player character 3 and the AI character 4. In addition, the remaining time display 34 until the time limit and the like also correspond to this.
[0067] To make the actions of the AI character 4 more thorough and detailed, the types of information included in the game status information 740 will increase. If the content of the game status information 740 is the same, the AI control routine 12 will control the AI character 4 in the same way.
[0068] Since the AI input information control 14 narrows down the game situation information 740 and outputs it as the AI input information, the content of the control of the AI character 4 by the AI control routine 12 will be different from the case where all the information of the game situation information 740 is input. Therefore, it becomes possible to give a certain direction or restriction to the behavior of the AI character 4, and to elicit the behavior of the AI character 4 that the player 2 desires.
[0069] FIG. 5 is a diagram for explaining involvement of player 2 in controlling the AI input information. As shown in FIG. 5(1), when a predetermined touch operation (e.g., double tap; the circled number "1" in FIG. 5) is performed on the display portion relating to the AI character 4 from the status display 32 on the game screen 30, the server system 1100 determines that a manual filter setting operation has been input, and displays an information source display section 40 and an operation cause filter selection section 42 on the game screen 30.
[0070] The information source display section 40 is prepared for each type of information source of the game status information 740, and indicates the filter application state of the information source. In the example of Fig. 5, the information source display section 40 indicates an image of the game space seen in the field of view 10 of the AI character 4.
[0071] The operation cause filter selection unit 42 displays options for filters to be applied to the currently displayed information source display unit 40, and accepts input of a filter selection operation. In the example of Fig. 5, the operation cause filter selection unit 42 displays options for filters that function as a mask for the field of view 10. The options include one that corresponds to "Do not apply a mask to the entire field of view 10" (effectively a manual release designation of a filter; an option marked "none" in Fig. 5).
[0072] 5(2), when the player 2 selects one of the options from the operation-based filter selection section 42, a mask indicator 44 showing the masking effect range of the selected filter is added to the display of the information source display section 40, making it clear to the player 2 which part (non-masked area) of the field of view 10 the AI character 4 looks at and acts on. The type of filter that is being applied is notified by an applied filter notification icon 46 that is additionally displayed on the status display 32.
[0073] The information source can be switched by flicking the information source display section 40, and the display is switched to another information source display section 40. For example, the information source display section 40B shown in FIG. 6 shows a display example in which the hearing of the AI character 4 is used as an information source. As shown in FIG. 6(1), the display section is a so-called map display format that overlooks the game space, and displays the AI character 4 (the character's front is facing upward in FIG. 6) and the range in which the character can be searched by sound as a reference as an operation-generator filter operation section 48 (white portion). Then, as shown in FIG. 6(2), the player 2 changes the range in which sound can be heard by touching and sliding the outline of the operation-generator filter operation section 48. In other words, the player 2 can arbitrarily select the range in which sound can be heard without being substantially masked.
[0074] When a predetermined touch operation is performed again on the display portion relating to the AI character 4 from the status display 32 on the game screen 30, the display of the information source display portion 40 and the operation cause filter selection portion 42 is cancelled.
[0075] FIG. 7 is a diagram showing an example of the difference in the autonomous behavior of an AI character 4 depending on whether or not the AI input information is narrowed down by the AI input information control 14, and shows an example in which a filter that masks part of the field of view 10 by manual operation, as described in FIG. 5, is applied.
[0076] As shown in FIG. 7(1), when a filter is not applied, AI character perception information 742 for all six enemy NPCs 6 present in the field of view 10 of the AI character 4 is input to the AI control routine as AI input information. Therefore, the AI character 4 attacks all enemy NPCs 6 on an average basis. For example, if the purpose is to stall all enemy NPCs 6 present in the field of view 10, this is an appropriate attacking behavior.
[0077] However, there may be some inconvenience for the player 2. For example, if the player character 3 is on the left side of the field of view 10 of the AI character 4 and the player wants to eliminate the enemy NPC 6 (the enemy NPC 6 on the left side in the field of view 10 of the AI character 4) that is ferociously attacking the player character 3 as a priority, the player 2 may select a filter with a masking effect that blocks the right half of the field of view 10 of the AI character 4 from among the options in the operation source filter selection unit 42 (see FIG. 5(2)).
[0078] When this filter is applied, information on the enemy NPC 6 present in the right half of the field of view 10 of the AI character 4 is no longer included in the AI input information, and the AI control routine 12 will assume that there is no enemy NPC 6 to the right of the field of view 10 of the AI character 4. As a result, as shown in FIG. 7(2), the AI character 4 will only recognize the enemy NPC 6 present in the left half of the field of view 10 and will attack it with a bias. If viewed from the outside, this will appear as if the AI character 4 is giving priority to attacking the enemy NPC 6 present on the left side of the field of view 10 of the AI character 4. This is a desirable result for the player 2.
[0079] Fig. 8 is a diagram for explaining AI input information control based on parameter values related to an AI character 4. In the AI input information control 14 in Fig. 8, when a parameter value related to an AI character 4 satisfies a predetermined condition, information to be used as AI input information is automatically narrowed down from the game situation information 740.
[0080] Specifically, as shown in Fig. 8(1), when it is determined that the AI character 4 has been attacked by an enemy NPC 6 and has suffered damage to its eyes, the parameter value relating to eyesight among the ability parameter values of the AI character 4 is changed to a value indicating "damage" or "deterioration of eyesight." The parameter value indicating a status abnormality may also be changed.
[0081] In the AI input information control 14, when the visual acuity parameter value is changed to a value indicating "damage" or "reduced visual acuity", a filter (visual mask) is selected and set in which only the center of the field of view 10 is made the non-masked area (the white area in the center of the shaded area in Figure 8 (1)), and the visual acuity of the AI character 4 is essentially limited. As a result, the AI character 4 loses sight of the target of attack, stops attacking, and shakes its head from side to side to search for the enemy.
[0082] 8(2), when it is determined that the AI character 4 has been attacked by the enemy NPC 6 and has suffered damage to its ears, the hearing parameter value among the parameter values relating to the body functions of the AI character 4 is changed to a value indicating "damage" or "decreased hearing." The parameter value indicating a status abnormality may also be changed.
[0083] When the hearing parameter value is changed to a value indicating "damage" or "decreased hearing", the AI input information control 14 selects and sets a filter (hearing mask) that makes sounds inaudible, essentially rendering the AI character 4 in a state of hearing loss. As a result, the AI character 4 loses its hearing and is unable to recognize commands (voice) from the player 2, and will essentially ignore commands from the player 2 and act autonomously.
[0084] Next, the functional configuration will be described. 9 is a functional block diagram showing an example of a 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.
[0085] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.
[0086] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, FPGA, etc., as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the player terminals 1500, etc., and performs integrated control of the operation of the server system 1100.
[0087] The server processing unit 200s includes a user management unit 202, an online shopping management unit 206, a game management unit 210, a clock 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.
[0088] The user management unit 202 performs processing related to user registration procedures and stores and manages various information associated with user accounts. Specifically, the user management unit 202 performs (1) providing unique user accounts to registered users, and (2) managing registration information that registers and manages personal information for each user account.
[0089] The game management unit 210 controls the progress of the game, etc. The game management unit 210 has a background object control unit 212, an AI character control unit 220, and a player character control unit 242.
[0090] The background object control unit 212 controls the placement and movement of a background object 7 (see FIG. 3) as one of the controls of the game space.
[0091] The AI character control unit 220 controls objects that are characters that act autonomously like humans in the game world. In this embodiment, this corresponds to the movement control of the AI character 4 (see FIG. 4). Specifically, the AI character control unit 220 includes a game situation information collection unit 222, an AI input information control unit 224, and an AI control routine execution unit 240.
[0092] The game status information collecting unit 222 collects all of the game status information 740. In this embodiment, since all of the game status information 740 is stored in the server system 1100, this corresponds to control of reading out the relevant information from a memory or the like. If the game status information 740 is stored in a device other than the device having the game management unit 210, the game status information collecting unit 222 performs control of appropriately communicating with that device to acquire the game status information 740.
[0093] The AI input information control unit 224 executes the AI input information control 14. That is, the AI input information control unit 224 variably controls the AI input information, which is input data to the AI control routine execution unit 240. The AI input information control unit 224 has an operation base control unit 226 and a game progress base control unit 228.
[0094] The operation source control unit 226 differentiates the AI input information between when the player makes a first operation input (referred to in this embodiment as a manual filter setting operation; see FIG. 5) and when the player does not make the first operation input or makes a second operation input different from the first operation input (referred to in this embodiment as a filter setting operation different from the filter selected by the manual first operation input).
[0095] More specifically, the operation cause control unit 226 determines the AI input information by performing an operation cause filter process (e.g., the visual mask process in FIG. 5) that narrows down the information to be used as AI input information from the game situation information 740 that can be used as input data to the AI control routine 12.
[0096] In this embodiment, the initial value of the AI input information is all of the game status information 740, so that, by the function of the operation source control unit 226, the AI input information in the case where the player does not perform the first operation input is information in which some part has been removed from all of the game status information 740, and includes the AI input information in the case where the player performs the first operation input.
[0097] However, if the initial setting of the AI input information is not all of the game status information 740, but is limited to a predetermined portion of it, and the types of information used as AI input information can be increased from the initial setting on the condition that a given item is used, then if the player sets the first operation input as an operation input for using the item, the AI input information output by the operation cause control unit 226 when the player has made the first operation input will include the AI input information when the player has not made the first operation input.
[0098] The game progress cause control unit 228 makes the AI input information different depending on whether a first game progress condition (a first condition based on a parameter value set for the AI character which changes as the game progresses) is satisfied (for example, when the AI character 4 in FIG. 8(1) has damaged an eye) or whether the first game progress condition is not satisfied or a second game progress condition (a second condition based on a parameter value set for the AI character which changes as the game progresses) different from the first game progress condition is satisfied (for example, when the AI character 4 in FIG. 8(2) has damaged an ear).
[0099] In addition, the game progress factor control unit 228 determines the AI input information by executing a game progress factor filter process (for example, the visual mask in FIG. 8(1) and the auditory mask in FIG. 8(2)) that narrows down the information to be used as AI input information from the game status information 740 that can be used as input data for the AI control routine 12.
[0100] Furthermore, the game progress factor control unit 228 variably controls the AI input information by selecting information to be included in the AI input information from the situation information of the game space included in the field of view 10 of the AI character 4 .
[0101] In this embodiment, the initial values of the parameter values related to the acquisition of the game status information 740 for the AI character 4 indicate a state in which all of the abilities of the AI character 4 are sound. Therefore, by the function of the game progress cause control unit 228, the AI input information output by the AI input information control unit 224 when the first game progress condition is not satisfied includes the AI input information when the first game progress condition is satisfied.
[0102] However, when a parameter value related to acquisition of the game status information 740 related to the AI character 4 can be changed to expand the capabilities of the AI character 4 (for example, to be able to see infrared light with the same vision) on the condition of using a given item, the opposite relationship is true. That is, the AI input information output by the AI input information control unit 224 when the first game progress condition is satisfied by the function of the game progress base control unit 228 includes the AI input information when the first game progress condition is not satisfied.
[0103] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.
[0104] The sound generation unit 290s is realized by executing an IC or software that generates or decodes sound data, and generates or decodes sound data such as operation sounds and sound effects related to games and the like, BGM, and voice calls for system management of the server system 1100. Then, the sound signal related to the system management is output to the sound output unit 390s.
[0105] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device or the touch panel 1108.
[0106] The image generating unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. This corresponds to a part of the function of generating screens related to system management of the server system 1100 and various screens related to the game (or data for displaying them on the player terminal 1500).
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 10 is a diagram showing examples of programs and data stored in the server storage unit 500s. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, trained neural network data 512, operation factor control filter definition data 520, and game progress factor control filter definition data 530. The server storage unit 500s also stores user management data 600, play data 700, and current date and time 800 as data that are sequentially generated and managed. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.
[0112] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202, the online shopping management unit 206, and the game management unit 210. The delivery client program 503 is an original client program provided to the player terminal 1500 .
[0113] The game initial setting data 510 includes various initial setting data necessary for controlling the execution of the game. For example, the game initial setting data 510 stores initial setting data for various objects such as the background object 7, the enemy NPC 6, the AI character 4, the player character 3, etc., for configuring the game space.
[0114] The trained neural network data 512 is data used by the AI control routine 12. When the AI control routine 12 includes a determination process based on a large number of rules, it is sufficient to store a data group that associates the rules with the actions of the AI character 4. When the AI control routine 12 is realized by an inference engine, it is sufficient to store knowledge data.
[0115] The operation cause control filter definition data 520 is prepared for each operation cause control pattern (type of filter). As shown in Fig. 11, one operation cause control filter definition data 520 includes a unique operation cause control filter ID 521, a target information source type 523 (e.g., visual / auditory / ...) to be operated, filter content data 525 defining the action and effect of the filter, and icon data 527 for displaying each filter as an option in the operation cause filter selection unit 42 (see Fig. 5). Of course, data other than these can also be included as appropriate.
[0116] Game progress base cause control filter definition data 530 is prepared for each pattern of game progress base cause control. For example, as shown in Fig. 12, one game progress base cause control filter definition data 530 includes a unique game progress base cause control filter ID 531, a target information source type 532 to be operated (e.g., visual / auditory / ...), a filter application start condition 533 (e.g., status "eye damage", "item use", etc.), filter content data 535 defining the action and effect of the filter, and a filter application end condition 537. Of course, data other than these can also be included as appropriate.
[0117] Returning to Fig. 10, the user management data 600 is prepared for each user who has completed a prescribed registration procedure, and stores various data related to the user. One piece of user management data 600 includes, for example, a unique user account, save data, and information on owned items. Of course, other data may also be included as appropriate.
[0118] The play data 700 is created for each game play, and stores various data for controlling the progress of the play. One play data 700 includes, for example, a player account 701 including a player ID indicating the user who is the player, game space control data 703, game status information 740 (see FIG. 4), and AI input information control data 750. Of course, data other than these may also be included as appropriate.
[0119] The game space control data 703 stores various data describing the latest state of the game space, and is the original data of the game situation information 740. 13, the game space control data 703 includes, for example, background object management data 705 and character management data 710. Of course, other data than these may also be included as appropriate.
[0120] The background object management data 705 is prepared for each background object 7 and stores various data describing the latest state of the object (for example, object type, position coordinates, motion state information, . . . ).
[0121] Character management data 710 is prepared for each of the player character 3, AI character 4, and enemy NPC 6, and stores various data describing the latest state of the character. One character management data 710 stores, for example, a unique character ID 711, a character classification 712 indicating whether the character is a player character 3, an AI character 4, or an enemy NPC 6, a character model type 713, equipment information 714, ability parameter values 720, position information 730 in the game space, motion state information 732, and status abnormality settings 734. Of course, data other than these may also be included as appropriate.
[0122] The ability parameter values 720 include durability 721 (so-called HP), attack power 722, defense power 723, and information source-specific ability values 724 (724a, 724b, . . . ).
[0123] The information source-specific ability value 724 includes the type of perceptual information source possessed by the character (e.g., color vision, IR vision, hearing, communications interception, etc.) and parameter value information indicating the information gathering ability related to that information source (e.g., field of view angle, field of view distance, listening range, etc.).
[0124] Returning to Figure 10, AI input information control data 750 is prepared for each AI character 4, and stores various data related to narrowing down the AI input information to be input to that character's AI control routine 12. For example, as shown in Figure 14, one piece of AI input information control data 750 includes an applicable AI character ID 751, a target information source type 753, an applicable filter ID 755, and AI input information 757. Of course, other data may also be included as appropriate.
[0125] In the applied filter ID 755, the operation base control filter ID 521 (see FIG. 11) or the game progress base control filter ID 531 (see FIG. 12) of the applied filter is set.
[0126] 15 is a functional block diagram showing an example of the functional configuration of a player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
[0127] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player 2 to the device processing unit 200. For example, it can be realized by a push switch, a joystick, a touch pad, a track ball, a keyboard, an acceleration sensor, a gyro, a CCD module, a microphone, etc. Examples of such devices include the direction input key 1502, the button switch 1504, and the touch panel 1506 in FIG. 2. When a microphone is included in the operation input unit 100, a voice recognition unit and a text analysis unit are also included in the operation input unit 100, and the voice input from the microphone is converted into text, making it possible to input switch operation instructions by voice, and to input text by voice.
[0128] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the terminal storage unit 500. It executes various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100, to control the operation of the player terminal 1500. This corresponds to the control board 1550 in FIG. 2.
[0129] The terminal processing unit 200 in this embodiment has a player terminal calculation unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .
[0130] The player terminal calculation unit 260 controls the player terminal 1500 to function as a client device that communicates with the server system 1100. Specifically, the player terminal calculation unit 260 includes an operation signal transmission control unit 261 and an image display control unit 262.
[0131] 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 .
[0132] The image display control unit 262 performs control for displaying a game screen, various operation screens, and the like, based on various data received from the server system 1100 .
[0133] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0134] 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.
[0135] 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.
[0136] The image generation unit 292 performs image generation, image composition, and output of image signals for displaying them on the image display unit 392, based on the processing result of the image display control unit 262. In the example of Fig. 2, this corresponds to a GPU (Graphics Processing Unit) and a graphics controller mounted on the control board 1550.
[0137] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.
[0138] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.
[0139] The communication unit 394 realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.
[0140] In this embodiment, images of the game screen and various screens are generated by the server system 1100, but they may also be generated by the player terminal 1500. In this case, the image display control unit 262 controls objects arranged in a virtual three-dimensional space for generating 3DCG, for example, and the image generation unit 292 renders the 3DCG and executes various controls for generating the game screen.
[0141] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 2, these correspond to the IC memory 1552 and memory card 1540 mounted on the control board 1550. A configuration using online storage is also possible.
[0142] Specifically, the terminal storage unit 500 records a client program 502 for causing the terminal processing unit 200 to function as the player terminal calculation unit 260, operation input data 690, and a current date and time 800. Of course, data other than these can also be stored as appropriate.
[0143] Next, the operation of the game system 1000 will be described. FIG. 16 is a flowchart illustrating the flow of processing executed by the server system 1100. The server system 1100 initializes the play data 700 (step S4). In the AI input information control data 750 (see FIG. 14) for the AI character 4, the target information source type 753 and the applied filter ID 755 are initialized to values meaning “unset” or “not set.”
[0144] Next, the server system 1100 starts game progress control and starts play (step S6). Accordingly, acquisition of game situation information 740 (see FIG. 4 and FIG. 10) and execution of the AI control routine 12 for the AI character 4 are started. Immediately after the start, since a filter to be applied to the AI input information control 14 for the AI character 4 is not set, the AI input information 757 includes all of the game situation information 740. In other words, the input data to the AI control routine 12 is not narrowed down.
[0145] After the start of play, the server system 1100 constantly monitors whether the filter application start condition 533 of the game progress base cause control filter definition data 530 (see FIG. 12) is satisfied. If the filter application start condition 533 is satisfied (YES in step S10), the server system 1100 starts the game progress base cause filter process according to the definition of the game progress base cause control filter definition data 530 of the condition, and starts narrowing down the AI input information control 14 (step S12). Accordingly, the target information source type 532 and the game progress base cause control filter ID 531 are set to the target information source type 753 and the applied filter ID 755 of the AI input information control data 750 of the AI character 4 (see FIG. 14), respectively. Then, from this point on, the information regarded as being masked by the game progress base cause filter process is excluded from the game situation information 740 in the AI input information 757 of the AI character 4, and less information than the information included in the game situation information 740 is stored.
[0146] Next, the server system 1100 starts the AI input information control 14 to the player 2, specifically, starts notifying the player 2 of the filter that has started to be applied (step S14).
[0147] Furthermore, after the start of play, the server system 1100 constantly monitors whether the filter application end condition 537 is satisfied. If any of the filter application end conditions 537 are satisfied (YES in step S16), the server system 1100 stops the game progress base cause filter processing defined by the game progress base cause control filter definition data 530 for that condition, ends the narrowing down of the AI input information control 14 by that processing (step S18), and notifies the end of the filter application (step S20).
[0148] Furthermore, the server system 1100 monitors input of a manual filter setting operation after the start of play. If it is determined that the operation has been input (YES in step S24), the server system 1100 displays the information source display unit 40 and the operation cause filter selection unit 42 (see FIG. 5) and accepts input of a filter selection operation (step S26).
[0149] Next, the server system 1100 changes the application status of the selected filter (step S28). Specifically, if the selected filter is a type other than "not set", application of the applied filter is started, and if a type corresponding to "not set" is selected, application of the filter is cancelled / ended.
[0150] Then, the server system 1100 notifies the player 2 of the change in the application status of the filter (step S30). Specifically, when the server system 1100 starts application of the applied filter, it starts displaying the mask indicator 44 in the information source display unit 40 and controlling the display of the applied filter notification icon 46, and when the application of the filter is cancelled or ended, it cancels these displays.
[0151] The server system 1100 repeats steps S120 to S30 until the game ends (NO in step S32). If the game ends (YES in step S32), the server system 1100 ends the series of processes.
[0152] As described above, according to this embodiment, the AI input information to be referenced for determining the control of the AI character can be variably determined from among a large amount of game situation information. Even if the AI control routine is the same, the autonomous behavior of the AI character will change as the AI input information changes. In other words, it is possible to realize a completely new control technology that enables new autonomous behavior of the AI character without modifying the AI control routine.
[0153] Conventionally, when executing the AI control routine 12, the type of information to be referred to (AI input information) was predetermined, and every time the routine was executed, all the information to be referred to was referenced to determine the behavior of the AI character 4. Therefore, in the same situation, the AI character 4 would behave in the same way. Even if the player 2 was dissatisfied with this behavior, there was nothing that could be done.
[0154] In this embodiment, the computer system executes the AI input information control 14. Then, the AI input information to be output to the AI control routine 12 from the game situation information 740 is narrowed down by the AI input information control 14 based on the setting of a filter (operation factor control filter ID) manually set by the player 2 or a filter (game progress factor control filter) automatically selected and set according to the game progress situation, and output as the AI input information.
[0155] As a result, even in the same situation, the AI control routine 12 changes the control of the AI character 4 depending on the AI input information that is input. It is possible to realize a completely new control technology that enables new autonomous behavior of the AI character without modifying the AI control routine.
[0156] Second Embodiment Next, a second embodiment will be described. Comparing the second embodiment with the first embodiment, the difference is that in the first embodiment, each function of game management is realized by the server system 1100, but in the second embodiment, game management is realized by the player terminal 1500. In the following, differences from the first embodiment will be mainly described, and components similar to those in the first embodiment will be given the same reference numerals as in the first embodiment, and duplicated explanations will be omitted.
[0157] 17 is a functional block diagram showing an example of the functional configuration of a player terminal 1500B in this embodiment. The player terminal 1500B in this embodiment has a game management unit 210 instead of the player terminal calculation unit 260 in the first embodiment.
[0158] As shown in FIG. 18 , the terminal memory unit 500 of this embodiment stores a game program 506, game initial setting data 510, trained neural network data 512, operation factor control filter definition data 520, game progress factor control filter definition data 530, play data 700, and a current date and time 800.
[0159] The game program 506 is stored in place of the client program 502. By executing this program, the terminal processing unit 200 functions as a game management unit 210.
[0160] The game initial setting data 510, the trained neural network data 512, the operation factor control filter definition data 520, and the game progress factor control filter definition data 530 may be downloaded from the server system 1100 in advance and stored, or a reference request may be made to the server system 1100 as appropriate each time reference is required to obtain the necessary data.
[0161] Similarly, the user management data 600 may also be managed by the server system 1100 as in the first embodiment, and the player terminal 1500 may request the server system 1100 to read and write data contained in the user management data 600 as necessary.
[0162] The process flow in the player terminal 1500B of this embodiment is similar to the process flow in the server system 1100 of the first embodiment. That is, the process execution subject in the process flow in the server system 1100 of the first embodiment should be replaced with the player terminal 1500B.
[0163] According to this embodiment, the same effects as those of the first embodiment can be obtained.
[0164] [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.
[0165] (Variation 1) For example, the first embodiment shows an example in which the server system 1100 has the functions of the game management unit 210, and the second embodiment shows an example in which the player terminal 1500B has the functions of the game management unit 210, but an intermediate configuration is also possible. That is, based on the first embodiment, a configuration can be adopted in which some of the functions of the game management unit 210 are executed by the player terminal 1500. Conversely, based on the second embodiment, a configuration can be adopted in which some of the functions of the game management unit 210B are executed by the server system 1100.
[0166] (Variation 2) Furthermore, the game genres to which the present invention can be applied are not limited to the examples of the above embodiments, and the present invention can be applied to any game genre as long as it features an NPC that acts autonomously under computer control.
[0167] (Variation 3) In the above embodiment, the AI character 4 is exemplified as a humanoid entity capable of autonomously acting like a human, but the external shape is not limited to a humanoid. As long as the AI character 4 is capable of autonomously acting in a manner that appears intelligent, the AI character 4 may be set in the game world as, for example, a four-legged creature such as a dog or a cat, a winged imaginary creature, an imaginary being such as a spirit or familiar, a mechanical lifeform, or a tool with a will.
[0168] (Variation 4) In addition, in the above embodiment, when the parameter value related to the AI character 4 satisfies a predetermined condition, information to be used as AI input information is automatically narrowed down from the game situation information 740 to, for example, eye damage and ear damage, but this is not limited to this.
[0169] For example, it may be applied when the parameter value relating to the AI character 4 indicates head damage or the resulting impaired judgment ability, or when the status abnormality indicates intoxication or impaired consciousness (e.g., hypnosis, poisoning, etc.), and multiple filters such as visual and auditory filters may be applied simultaneously. Also, in the case of AI characters, the automatic narrowing down may be applied regardless of friend or foe.
[0170] (Variation 5) In the above embodiment, the range of the filter applied by the game progress factor control filter is not limited to a fixed range, and may include a variable element as appropriate. For example, the field of view 10 may be divided into a plurality of blocks, some of which may be randomly selected to be outside the recognition range, and may be switched at random timing. In other words, noise elements may be included in the visual sense, the auditory sense, and the like. [Explanation of symbols]
[0171] 2. Player 3...Player character 4. AI character 6. Enemy NPC 10. Visibility 12…AI control routine 14…AI input information control 30...Game screen 32…Status display 40...Information source display section 42...Operation source filter selection section 44...Mask display body 48...Operation source filter operation section 200s…Server processing section 210…Game Management Department 220…AI character control unit 224…AI input information control unit 226...Operation basis control unit 228…Game progress parameter control unit 240…AI control routine execution unit 500s…Server storage 501...Server program 520...Operation source control filter definition data 530...Game progress factor control filter definition data 703...Game space control data 710…Character management data 740...Game status information 742…AI character perception information 744...Player character perception information 746...Game screen display information 750…AI input information control data 757…AI input information 1000…Game System 1100...Server system 1500…Player terminal
Claims
1. A program for causing a computer system to control an AI (Artificial Intelligence) character based on a given AI control routine as autonomous control in accordance with a game progress, comprising: the AI control routine is a control routine capable of controlling the AI character even when a part of game situation information including perception information, which is information about the game world captured by an information source of the perception of the AI character, is input as input data, an AI control routine execution means for controlling the AI character based on the AI control routine using given AI input information from the game situation information as an input to the AI control routine; an AI input information control means for variably controlling the AI input information by selecting information to be included in the AI input information from the perception information; A program for causing the computer system to function as the
2. The AI input information control means has an operation cause control means for changing the AI input information between a case where a player makes a first operation input and a case where the player does not make the first operation input or makes a second operation input different from the first operation input. The program according to claim 1.
3. the operation cause control means sets the AI input information in a case where the player does not perform the first operation input to information including the AI input information in a case where the player performs the first operation input, The program according to claim 2.
4. the operation cause control means sets the AI input information when the player has made the first operation input to information including the AI input information when the player has not made the first operation input, The program according to claim 2.
5. The operation cause control means determines the AI input information by executing an operation cause filter process that narrows down information to be the AI input information from among game situation information that can be the input data. The program according to any one of claims 2 to 4.
6. The AI input information control means has a game progress cause control means which makes the AI input information different between a case where a first game progress condition is satisfied and a case where the first game progress condition is not satisfied or a second game progress condition different from the first game progress condition is satisfied. The program according to any one of claims 1 to 5.
7. the game progress factor control means sets the AI input information when a first game progress condition is not satisfied to information including the AI input information when the first game progress condition is satisfied, The program according to claim 6.
8. the game progress factor control means sets the AI input information when a first game progress condition is satisfied to information including the AI input information when the first game progress condition is not satisfied, The program according to claim 6.
9. the first game progress condition and the second game progress condition are conditions based on parameter values set for the AI character that change as the game progresses; The program according to any one of claims 6 to 8.
10. the game progress factor control means determines the AI input information by executing a game progress factor filter process for narrowing down information to be the AI input information from among game situation information that can be the input data; The program according to any one of claims 6 to 9.
11. The game status information that can be the input data includes display information displayed on the game screen of the player. The program according to any one of claims 1 to 10.
12. the AI input information control means determines the AI input information by narrowing down information to be the AI input information from among game situation information that can be the input data; The program according to any one of claims 1 to 11.
13. A computer system that controls an AI (Artificial Intelligence) character based on a given AI control routine as autonomous control according to a game progress, the AI control routine is a control routine capable of controlling the AI character even when a part of game situation information including perception information, which is information about the game world captured by an information source of the perception of the AI character, is input as input data, an AI control routine execution means for controlling the AI character based on the AI control routine using given AI input information from the game situation information as an input to the AI control routine; an AI input information control means for variably controlling the AI input information by selecting information to be included in the AI input information from the perception information; A computer system comprising:
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