Programs, information processing systems
Patent Information
- Application Number
- JP2024041279
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-15
- Publication Date
- 2025-03-11
- Estimated Expiration
- 2044-03-15
AI Technical Summary
【0006】 本開示によれば、ユーザーの利便性を向上できる。
Smart Images

Figure 0007644285000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, there is known an information processing system that can switch between a manual mode in which a game progresses with a manual response by a user's operation and an automatic mode in which a game progresses with an automatic response without a user's operation (for example, Patent Documents 1 and 2). Patent Document 1 discloses that the automatic mode is restricted after the game progresses in the automatic mode, and the restriction on the automatic mode is lifted by the game progress in the manual mode. Patent Document 2 discloses that the automatic mode is made available for a predetermined period of time. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-075190 A [Patent Document 2] JP 2023-170833 A Summary of the Invention [Problem to be solved by the invention]
[0004] It is expected that user convenience will be improved in situations where manual response and automatic response are available. [Means for solving the problem]
[0005] A program according to one embodiment of the present disclosure progresses a game by causing a computer to process both automatic responses and manual responses. Effect of the Invention
[0006] According to the present disclosure, it is possible to improve user convenience. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Diagram 2] FIG. 2 is a diagram illustrating an example of a module configuration of the terminal illustrated in FIG. [Diagram 3] FIG. 3 is a diagram illustrating an example of a module configuration of the server illustrated in FIG. [Figure 4] FIG. 4 is a diagram showing an example of a screen transition in the terminal shown in FIG. [Diagram 5] FIG. 5 is a diagram illustrating an example of the flow of the moving part process. [Figure 6] FIG. 6 is a diagram illustrating an example of the flow of the event part processing. [Figure 7] FIG. 7 is a diagram showing an example of a process flow for switching between the manual mode and the automatic mode. [Figure 8] FIG. 8 is a diagram showing an example of a process flow for switching between the manual mode and the automatic mode. [Figure 9] FIG. 9 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 12] FIG. 12 is a diagram showing an example of an event screen displayed on the terminal shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of the progress of a game in the manual mode and an example of the progress of a game in the automatic mode. [Figure 15] FIG. 15 is a diagram showing an example of a screen transition displayed on the terminal shown in FIG. [Figure 16] FIG. 16 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 17] FIG. 17 is a diagram showing an example of a transition of screens displayed on the terminal shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An information processing system according to the present disclosure will be described with reference to the drawings. [Outline of the information processing system] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, when simply referring to a "game", it means a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides a function for playing a game (hereinafter, referred to as a game function) to the user 11. The user 11 of each terminal 100 can be a player of the game. Each terminal 100 is an example of a computer (information processing device). The server 200 is an example of a computer (information processing device).
[0009] [network] As an example, the network 20 is composed of the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network that can be connected to the Internet via an access point.
[0010] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
[0011] As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, a touch screen 180, and a GNSS receiver 185. Each component included in the terminal 100 is connected to a communication bus 190.
[0012] In response to a signal provided to the terminal 100 or in response to a predetermined condition being satisfied, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.
[0013] The memory 120 temporarily stores programs and data. As an example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be realized as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be realized as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may be realized as a removable storage device such as a memory card.
[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes game functions. The game program provides an environment for user 11 to play a game. The game program realizes a function for executing an event within the game. In the following description, when simply referring to an "event", it means an event executed within the game. The communication program realizes a function for communicating with another computer. As an example, the other computer is server 200. Storage 130 may store an operating system, a simulation program, a user authentication program, and other programs.
[0015] For example, the data stored in storage 130 may include data for defining a virtual space, data for specifying various objects, and user information. The data for defining a virtual space may include map data. The various objects may include characters, equipment, and objects that configure screens for various games. As an example, the user information may include a user ID, a user name, gender, age, and address. The user information may include in-game virtual currency, in-game items, and various rewards owned by user 11.
[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be realized as a Local Area Network (LAN) or other wired communication interface. For example, the communication interface 140 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), Near Field Communication (NFC), or other wireless communication interface. The communication interface 140 is not limited to those mentioned above.
[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication interface. For example, the input / output interface 150 can be realized as a Bluetooth (registered trademark) or other wireless communication interface.
[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touch pad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like, to the terminal 100.
[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
[0021] As an example, the touch screen 180 includes a monitor 181 and a touch sensor 182. The monitor 181 can be realized as a transmissive or non-transmissive display device. For example, the monitor 181 can be realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or other display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to the above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
[0022] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensors. The input surface of the touch sensor 182 is a part or the whole of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, when the operation device is the touch sensor 182, the processor 110 accepts a physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, the manner of the input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other manners.
[0023] The operation device is not limited to the above-mentioned configuration. For example, when the operation device is the communication interface 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation of the user 11. For example, when the operation device is the input / output interface 150, the processor 110 accepts a signal transmitted from an external input device 300 as an input operation of the user 11. For example, when the input device 300 is a camera and a distance measuring sensor, when the hand of the user 11 is detected from a received captured image, the processor 110 accepts a gesture detected based on the captured image and an output value as an input operation of the user 11. For example, when the input device 300 is a controller, the processor 110 accepts an output value transmitted from the controller as an input operation of the user 11.
[0024] The GNSS receiver 185 receives positioning information transmitted from a plurality of positioning satellites constituting a Global Navigation Satellite System (GNSS), and acquires position information of the terminal 100 based on the received positioning information. As an example, the positioning information includes at least the position coordinates of the positioning satellite and the transmission time of the positioning information. For example, the GNSS includes the Global Positioning System (GPS), GLONASS, Galileo, and BeiDou. The GNSS receiver 185 may be configured to be able to receive positioning information from a reinforcing satellite in a specific region. As an example, the position information may be the latitude and longitude of the terminal 100. As an example, the position information may include the altitude of the terminal 100. The GNSS receiver 185 may be used as a positioning device that acquires information for identifying the position information of the terminal 100.
[0025] The positioning device is not limited to the above-mentioned configuration. For example, when the positioning device is the input / output interface 150, the processor 110 identifies the current position of the terminal 100 based on a signal transmitted from an external input device 300. For example, when the input device 300 is a camera, the processor 110 identifies the photographing position based on a received photographed image, thereby identifying the current position of the terminal 100. In addition, the position information of the terminal 100 may be corrected based on the detection results of an acceleration sensor, a gyro sensor, and a magnetic sensor.
[0026] [Server hardware configuration] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. Each component included in the server 200 is connected to a communication bus 290.
[0027] The processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230 in response to a signal provided to the server 200 or in response to a predetermined condition being satisfied. For example, the processor 210 can be realized as a CPU, a GPU, an MPU, an FPGA, or other computing device.
[0028] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.
[0029] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may be realized as a removable storage device such as a memory card. The server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scene where a plurality of information processing systems 10 are used, such as an amusement facility, the programs and data can be updated collectively.
[0030] The storage 230 stores a game program and a communication program. As an example, the game program realizes a game function. The communication program realizes a function of communicating with other computers. As an example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for specifying objects, and user information.
[0031] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be realized as a LAN or other wired communication interface. For example, the communication interface 240 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to those mentioned above.
[0032] The input / output interface 250 communicates with an external input / output device (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.
[0033] [Device features] As shown in FIG. 2, the components of the terminal 100 are combined to form a functional unit (module) having a functional unity. As an example, the terminal 100 may include a game control unit 101, a manual response unit 102, an automatic response unit 103, a position acquisition unit 105, a display control unit 106, a memory unit 107, a communication unit 108, and an input / output unit 109. As an example, the game control unit 101 and the display control unit 106 can be realized by the processor 110. As an example, the manual response unit 102 and the automatic response unit 103 can be realized by the processor 110. As an example, the position acquisition unit 105 can be realized by the GNSS receiver 185. As an example, the memory unit 107 can be realized by the memory 120 and the storage 130. As an example, the communication unit 108 can be realized by the communication interface 140. As an example, the input / output unit 109 can be realized by the processor 110, the touch sensor 182, and the input / output interface 150.
[0034] The input / output unit 109 detects an input operation by the user 11 on the touch sensor 182, and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 109 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the mode of the input operation that the input / output unit 109 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with a finger or the like of the user 11 will simply be referred to as "touch."
[0035] When a touch on the touch sensor 182 is started, the input / output unit 109 specifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 is interrupted, the input / output unit 109 specifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 is continuing, the input / output unit 109 specifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 109 specifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.
[0036] The position acquisition unit 105 acquires the position information of the terminal 100. As an example, the position information may be latitude and longitude as coordinate values of the terminal 100. As an example, the position information may include altitude as coordinate values of the terminal 100. As an example, the position acquisition unit 105 acquires the position information at a predetermined time. As an example, the predetermined time is one second. Without being limited to this, the predetermined time may be less than one second or may be more than one second. To increase the accuracy of the coordinate values, the position acquisition unit 105 may be able to acquire the position information in real time as much as possible. In order to avoid data load and data volume pressure, the predetermined time for acquiring the position information may be changed arbitrarily. In this specification, the "position in real space" means the coordinate values of the terminal 100 specified as the position information. As an example, the position in real space is expressed by coordinate values on the earth (surface) in the real world. Without being limited to this, the position in real space may be a part of the earth or may be in outer space.
[0037] The communication unit 108 receives various information from one or more servers 200. As an example, the information that the communication unit 108 receives from the server 200 may include progress information and user information. The progress information is information for controlling the progress of the game. The progress information may include various requests.
[0038] The communication unit 108 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 108 to the server 200 may include play information and user information. The play information is information for reflecting an input operation by the user 11 in the progress of the game. The play information is output in response to an input operation received by the input / output unit 109. The play information is output in response to position information acquired by the position acquisition unit 105. The play information may include various requests.
[0039] The game of the present disclosure is controlled by a manual mode in which the game progresses by a manual response based on the operation of the user 11, and an automatic mode in which the game progresses by an automatic response without being based on the operation of the user 11. The manual response is that various instructions related to the game are specified based on the operation of the user 11. The game progresses based on the instructions specified by the manual response. The automatic response is that various instructions related to the game are automatically specified without being based on the operation of the user 11. The game progresses based on the instructions specified by the automatic response. The various instructions include manual instructions by a manual response and automatic instructions by an automatic response. The play information includes manual play information generated based on a manual instruction and automatic play information generated based on an automatic instruction. A game that progresses by a manual response is referred to as a "manual game", and a game that progresses by an automatic response is referred to as an "automatic game". As will be described in detail later, in the manual mode, the manual game and the automatic game can be progressed independently of each other and in parallel. For example, a manual game and an automatic game may have the same content, but may proceed differently even if they are started at the same time. In the automatic mode, the manual game does not proceed, but the automatic game proceeds.
[0040] The game control unit 101 defines a virtual space in which the game takes place. As an example, the game control unit 101 defines a virtual movement space in which the field movement in the game takes place. The virtual movement space is an example of a virtual space. The virtual movement space includes a first virtual movement space for executing a manual game and a second virtual movement space for executing an automatic game. As an example, the first virtual movement space and the second virtual movement space have differences in the response method and some processing contents depending on the difference in the response method, but have the same configuration as a virtual space. In the following description, when simply referring to a "virtual movement space," it is not intended to distinguish between the first virtual movement space and the second virtual movement space.
[0041] The game control unit 101 arranges various objects in each virtual movement space. The various objects include field objects that constitute a virtual field. As an example, the field objects are arranged based on map data. That is, the game control unit 101 constructs a virtual movement space based on map data of a real space. As an example, in each virtual movement space, field objects corresponding to various information indicating roads, buildings, parks, rivers, ponds, seas, etc. in the real space included in the map data are arranged. Thus, in each virtual movement space, a virtual field that can be recognized as a map corresponding to the real world is constructed by the field objects. Each position in the virtual field corresponds to a position in the real space.
[0042] The various objects include a user object corresponding to the user 11. As an example, the user object is a player character (avatar). The user object is not limited to a character, and may be a symbol or an icon. The user object is placed at a position in each virtual movement space that corresponds to the position of the real space of the terminal 100. In other words, the user object is information indicating the current location of the user 11 who possesses the terminal 100. The various objects include an event object corresponding to an event. The event object is placed at a position in each virtual movement space that corresponds to a position in any one of the real spaces.
[0043] Although the details will be described later, in the game, when the terminal 100 reaches a real-world position corresponding to the arrangement position of an event object in each virtual movement space (virtual field), the event corresponding to the event object can be executed. In the following description, the real-world position of the terminal 100 may be simply referred to as the "terminal position". In the following description, a real-world position corresponding to the arrangement position of an event in the virtual space may be simply referred to as the "event position". The terminal position and the event position are both positions in the real space. As an example, the arrangement position of an event object in each virtual movement space can be understood as the arrangement position of the event in the virtual movement space. In the game, an event can be executed by a predetermined relationship between the terminal position and the event position. The predetermined relationship may be that the terminal position and the event position coincide with each other. Not limited to this, the predetermined relationship may be that the terminal position is within a specified range from the event position. In each virtual movement space, it can be said that an event can be executed when the user object reaches the event object. The game control unit 101 can perform various judgments regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game. In addition, the progress of the manual game using the first virtual movement space and the automatic game using the second virtual movement space may differ due to different instructions, as well as different results of lotteries and judgments regarding the progress of the games.
[0044] The game control unit 101 defines a virtual event space in which an event in the game takes place. The virtual event space is an example of a virtual space. The virtual event space includes a first virtual event space for executing a manual game and a second virtual event space for executing an automatic game. As an example, the first virtual event space and the second virtual event space have differences in the response method and some processing contents depending on the difference in the response method, but have the same configuration as a virtual space. In the following description, when simply referring to a "virtual event space," it is not intended to distinguish between the first virtual event space and the second virtual event space.
[0045] The game control unit 101 places various objects in each virtual event space. The various objects in each virtual event space include a field object. The various objects include a user object. The game control unit 101 can perform various judgments regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game. Note that the manual game using the first virtual event space and the automatic game using the second virtual event space have different instructions and different results of lotteries and judgments regarding the progress of the game, which may result in different progress situations between the two games.
[0046] The game control unit 101 generates game play information in response to game progress information, various instructions related to the game, various judgment results, and various lottery results. The progress information includes manual progress information for controlling a manual game and automatic progress information for controlling an automatic game. As an example, the game control unit 101 generates manual play information in response to the manual progress information, various manual instructions related to the game, various judgment results, and various lottery results. As an example, the game control unit 101 generates automatic play information in response to the automatic progress information, various automatic instructions related to the game, various judgment results, and various lottery results.
[0047] Each piece of play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 108. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to the step by executing a step for receiving various pieces of information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to the step by executing a step for transmitting various pieces of information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to the step by executing a step for progressing the game.
[0048] The manual response unit 102, in a scene where the user 11 can input a predetermined instruction, identifies the instruction of the user 11 and outputs the identified instruction to the game control unit 101. The manual response unit 102 identifies the instruction of the user 11 based on the manual progress information, the touch position accepted by the input / output unit 109, the mode of the input operation, the position of the user object in the first virtual movement space, and the position of the event object. As an example, the game control unit 101 can identify an event start instruction. The game control unit 101 identifies the instruction of the user 11 according to the manual progress information, the touch position accepted by the input / output unit 109, the mode of the input operation, and the coordinates of each object in the first virtual event space. As an example, it can identify an action instruction of the user object. As an example, the processor 110, as the manual response unit 102, can execute a step for identifying various instructions, thereby exerting a function corresponding to the step.
[0049] In a scene where the user 11 can input a predetermined instruction, the automatic response unit 103 automatically identifies the instruction without the operation of the user 11, and outputs the identified instruction to the game control unit 101. The automatic response unit 103 automatically identifies the instruction based on the automatic progress information and the position of the user object and the position of the event object in the second virtual movement space. As an example, Automatic response unit 103 can identify an event start instruction. The automatic response unit 103 automatically identifies the instruction according to the automatic progress information, the touch position accepted by the input / output unit 109, the mode of the input operation, and the coordinates of each object in the second virtual event space. Automatic response unit 103 can identify the operation instruction of the user object. As an example, the processor 110 as the automatic response unit 103 can perform a function corresponding to the step by executing a step for identifying various instructions.
[0050] As an example, the automatic response unit 103 may specify an instruction according to the progress of the game by control using AI (Artificial Intelligence). For example, the AI may adopt one or both of machine learning AI and rule-based AI in combination. As an example, the machine learning AI may improve the accuracy of specifying an optimal instruction according to the progress of the game from a plurality of instructions by supervised learning, unsupervised learning, reinforcement learning, and a combination of these. As an example, the machine learning AI may learn a large amount of learning data including the progress of the game, the specified instructions, and the game result to generate a learned model. When the data of the progress of the game is input, the machine learning AI may specify an instruction according to the progress of the game using the learned model so as to obtain an optimal game result. As an example, the result of the game may be the result of playing the game over a predetermined period including one or more events, or may be the result of playing one event. As an example, the play result may be the number of times the event is performed, the type of the event, the achievement status of the task in the event, the type of reward for the event, the amount of reward for the event, etc. As an example, the learned model may be created using DNN (Deep Neural Networks). As an example, DNNs include recurrent neural networks (RNNs), long short-term memory (LSTMs), generative adversarial networks (GANs), and convolutional neural networks (CNNs). The trained model may be created by clustering. For example, methods such as K-means, hierarchical clustering, and density-based spatial clustering of applications with noise (DBSCAN) are used for clustering. As an example, a rule-based AI may learn rules for identifying instructions according to the progress of a game in advance, and identify instructions based on the learning results. As an example, a rule-based AI may learn combination data of the progress of a game and optimal instructions as rules.Rule-based AI uses the rules it has learned to determine instructions appropriate to the game's progress.
[0051] The display control unit 106 controls the display contents of the monitor 181. For example, the display control unit 106 creates an image to be displayed on the monitor 181. The display control unit 106 creates an image of a game screen according to each piece of progress information received via the communication unit 108. The display control unit 106 creates an image of a game screen according to each piece of play information generated by the game control unit 101. The display control unit 106 displays the image of the game screen on the monitor 181. The display control unit 106 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 106 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image obtained by controlling and drawing 2D or 3D objects.
[0052] The display control unit 106 controls and draws objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for input operations of the user 11. The UI objects are information for assisting the input operations of the user 11 necessary for progressing through the game. For example, the UI objects are icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 106, can execute steps for controlling the display contents of the monitor 181, thereby exerting a function corresponding to the steps.
[0053] The functions corresponding to each step in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored in a non-volatile data storage medium such as a CD-ROM that can be read by a computer and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer such as the server 200 via the communication interface 140, and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.
[0054] [Server Functions] As shown in FIG. 3, the components of the server 200 are combined to form a functional unit (module) having a cohesive function. As an example, the server 200 may include a game control unit 201, a memory unit 207, a communication unit 208, and an input / output unit 209. The server 200 may include a display control unit (not shown). The server 200 may include a location information acquisition unit that acquires location information of the terminal 100. As an example, the game control unit 201 can be realized by the processor 210. As an example, the memory unit 207 can be realized by the memory 220 and the storage 230. As an example, the communication unit 208 can be realized by the communication interface 240. As an example, the input / output unit 209 can be realized by the processor 210 and the input / output interface 250.
[0055] The communication unit 208 receives various information from each terminal 100. As an example, the information that the communication unit 208 receives from each terminal 100 includes play information and user information. The communication unit 208 transmits various information to each terminal 100. As an example, the information that the communication unit 208 transmits to each terminal 100 includes progress information and user information. The input / output unit 209 may detect and accept an input operation by the user 11 on an external input device via the input / output interface 250.
[0056] The game control unit 201 progresses the game according to each piece of play information received by the communication unit 208 from the terminal 100. The game control unit 201 defines a first virtual movement space and a second virtual movement space as examples of virtual spaces. The game control unit 201 places various objects in each virtual movement space. The various objects include a field object and a user object. The game control unit 201 may perform various judgments regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. As an example, the game control unit 201 generates manual progress information according to the manual play information, various manual instructions related to the game, the position of each object in the first virtual movement space, various judgment results, and various lottery results. As an example, the game control unit 201 generates automatic progress information according to the automatic play information, various automatic instructions related to the game, the position of each object in the second virtual movement space, various judgment results, and various lottery results.
[0057] The game control unit 201 defines a first virtual event space and a second virtual event space as examples of virtual spaces. The game control unit 201 places various objects in each virtual event space. The various objects include a field object and a user object. The game control unit 201 can perform various judgments regarding the progress of the game. The game control unit 201 can perform various lotteries regarding the progress of the game. As an example, the game control unit 201 generates manual progress information according to manual play information, various manual instructions related to the game, the position of each object in the first virtual event space, various judgment results, and various lottery results. As an example, the game control unit 201 generates automatic progress information according to automatic play information, various automatic instructions related to the game, the position of each object in the second virtual event space, various judgment results, and various lottery results.
[0058] Each piece of progress information generated by game control unit 201 is transmitted to terminal 100 by communication unit 208. As an example, processor 210, as game control unit 201, may perform a function corresponding to the step by executing a step for receiving various pieces of information. As an example, processor 210, as game control unit 201, may perform a function corresponding to the step by executing a step for transmitting various pieces of information. As an example, processor 210, as game control unit 201, may perform a function corresponding to the step by executing a step for progressing the game.
[0059] The functions corresponding to each step in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored in a non-volatile data storage medium such as a CD-ROM that can be read by a computer and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer such as an external storage device via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.
[0060] [Game Overview] As an example, the game according to the present disclosure is a game that uses position information of the terminal 100. As an example, in the game, various events are generated based on the position information of the terminal 100. As an example, the game includes a movement part in which a user object moves in a virtual movement space. As an example, the game includes an event part in which various events associated with positions in the virtual movement space are executed.
[0061] [Overview of the moving part] An example of a specific specification of the moving part will be described. The user object is placed at a position in the virtual movement space corresponding to the terminal position. When the terminal 100 is moved in the real space, the user object is placed at a position in the virtual movement space corresponding to the terminal position at that time, and the user object moves in the virtual movement space. In the movement part, the terminal 100 reaches an event position in the real space, and an event associated with the position corresponding to the event position in the virtual movement space can be progressed. In the movement part, the user 11 moves in the real space while holding the terminal 100, and moves to a position in the real space corresponding to the event object placed on the virtual field. One of the purposes of the user 11 in the movement part is to move to the event position while holding the terminal 100 and start the event.
[0062] [Event Part Overview] An example of a specific specification of the event part will be described. As an example, the event includes accomplishing a predetermined task. As an example, the task is to defeat an enemy object. As an example, the event includes the user 11 operating a user object. As an example, the user object is a character selected by the user 11 from among a plurality of characters. The outcome of the event includes the task achievement status in the event, that is, the task achievement and the task incompletion. As an example, the task is achieved when the enemy object is defeated within the event time limit. As an example, the task is incompletion when the enemy object cannot be defeated within the event time limit.
[0063] As an example, an event is executed with the content of a battle between a single user object and a single enemy object. As an example, a real-time method is adopted in the event, in which all objects operate according to the flow of time in real space. The condition for completing the event is that the enemy object is rendered incapacitated before the event time limit elapses. An enemy object is rendered incapacitated when its hit points (hereinafter referred to as HP), which is one of its parameter values (ability values), reach 0. The HP of the enemy object decreases when it is attacked by the user object. The parameter values of the user object may or may not include HP. If the parameter values of the user object include HP, the user object is rendered incapacitated when its HP reaches 0. The HP of the user object decreases when it is attacked by the enemy object.
[0064] The event may involve a battle between multiple user objects and a single enemy object. The event may involve a battle between a single user object and multiple enemy objects. The event may involve a battle between multiple user objects and multiple enemy objects. When multiple user objects are made to participate in an event, each user object may be operated by a single user 11, or may be operated by a different user 11. In other words, the event may be one in which multiple users 11 can participate. When multiple enemy objects are made to participate in an event, the event may involve points being awarded when an enemy object is rendered unable to act. In this case, the conditions for achieving the event may be that one or more specific enemy objects are rendered unable to act, and that the total number of points reaches a specified value, etc.
[0065] As an example, there may be multiple types of events. For example, when an event is configured as a battle with an enemy object, the types of monsters that appear as enemy objects in the battle may be different. As an example, the multiple types of events may have different difficulty levels. When an event is configured as a battle with an enemy object, the parameter values indicating the strength of the enemy object may be different. For example, the difficulty level of the event can be increased by increasing the attack power, defense power, magic power, and HP values of the enemy object. As an example, the multiple types of events may have different rewards given to the user when the event is completed. For example, the reward may be experience points that allow the user object to grow by accumulation, or may be virtual currency that can be used in the game. For example, the reward may be an item that the user object can use, or may be a weapon that the user object can equip. For example, the item may be a wound medicine that has the effect of recovering the HP of the user object, and a magic potion that recovers magic points, which are one of the parameter values of the user object. Different types of events are not limited to at least one of objects appearing in the event, difficulty level, and reward being different, and may include different contents of the event.
[0066] The event is not limited to the above-mentioned contents. For example, the event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the event may be a race such as a car race, a yacht race, a ski race, or an airplane race. The event is not limited to being a competitive event. The event may be a cooperative event in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be a character development task or a city or building construction task. The event may also be a task aimed at the learning of the user 11, such as arithmetic, reading, writing, and drawing.
[0067] [Manual and automatic response] The game is executed by setting either a manual mode or an automatic mode. In the automatic mode, the manual game does not proceed, while the automatic game proceeds. In the manual mode, the manual game and the automatic game proceed in parallel. Even in the same scene of the game, the instruction contents do not necessarily match between the manual response and the automatic response. Therefore, even if the manual game and the automatic game are the same type of game that are started at the same time, the progress status at a given time may differ between them. The game play results include a manual play result that is the play result of the manual game, and an automatic play result that is the play result of the automatic game. Each play result may include one or more of the movement route in the movement part, the number of times the event is executed, the type of the event, the success or failure of the task of the event, the presence or absence of a reward for the event, the type of the reward for the event, and the amount of the reward for the event. Each play result may include the time or number of turns required to complete the task of the event, the consumption of parameter values such as items and HP in the event.
[0068] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will now be described. 4, various screens may be displayed on the monitor 181 of the terminal 100 in response to the progress of the game and various instructions related to the game. As an example, the various screens may include a movement screen 40 and an event screen 50.
[0069] The movement screen 40 is displayed in the movement part. The movement screen 40 is displayed when an event is not being executed. The movement screen 40 can also be said to be a screen for instructing the display of the event screen 50. The movement screen 40 may include information indicating the event position. The movement screen 40 includes a manual movement screen 401 that is displayed when the movement part is executed by manual response processing because the manual mode is set. The movement screen 40 includes an automatic movement screen 402 that is displayed when the movement part is executed by automatic response processing because the automatic mode is set.
[0070] The event screen 50 is displayed in the event part. The event screen 50 is displayed while the event is being executed. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the result of the event and the reward for the event. The event screen 50 includes a manual event screen 501 that is displayed when the event part is executed by manual response processing due to the manual mode being set. The event screen 50 includes an automatic event screen 502 that is displayed when the event part is executed by automatic response processing due to the automatic mode being set.
[0071] [An example of the flow of manual movement part processing] The manual movement part process is one of the processes of the manual response, and is a process for executing a movement part by a manual response. The manual movement part process is executed when the manual mode is set.
[0072] As shown in FIG. 5, in step S100, when a game program is started, processor 110 of terminal 100 starts the game and transmits a game start notification including information capable of identifying the start of the game to server 200. Note that processor 110 of terminal 100 sets manual mode as an initial mode. As an example, the game start notification includes a user ID assigned to user 11 who uses terminal 100 as one piece of user information. As an example, the game start notification includes location information of terminal 100. In step S101, processor 210 of server 200 receives the game start notification. As an example, processor 210 synchronizes location information and map information with the user ID based on the game start notification, thereby making it possible to progress in a game using location information. Processor 210 sets manual mode as an initial mode.
[0073] In step S102, the processor 110 of the terminal 100 defines a first virtual movement space. As an example, the first virtual movement space is defined based on map data. As an example, a virtual field is constructed in the first virtual movement space. As an example, a user object is placed in the virtual field in the first virtual movement space. The user object is placed in a position in the first virtual movement space that corresponds to the position of the real space of the terminal 100. The processor 110 places a virtual camera for displaying the manual movement screen 401 in the first virtual movement space. As an example, the virtual camera may be placed in a position in the first virtual movement space that overlooks the user object and the virtual field.
[0074] In step S103, the processor 110 of the terminal 100 displays the manual movement screen 401 on the monitor 181. For example, the processor 110 displays, on the monitor 181, a range that can be contained within the shooting range of a virtual camera placed in the first virtual movement space as part of the manual movement screen 401. In the following description, the range of the virtual space that is displayed on the manual movement screen 401 (the shooting range of the virtual camera) is simply referred to as the "display range."
[0075] As an example, an event object is placed in the first virtual movement space (virtual field). The event object is placed in the first virtual movement space in association with a position corresponding to a predetermined position in the real space. As an example, the predetermined position may be a monument, a public facility, a store, a scenic spot, etc. that exists in the real space. The event object is placed in the first virtual movement space in association with a position corresponding to the event position as information indicating the event position. As an example, one event object is placed in association with a position in the first virtual movement space corresponding to one event position. Not limited to this, multiple event objects may be placed in association with a position in the first virtual movement space corresponding to one event position. The upper limit number of event objects that can be placed in the first virtual movement space may be single or multiple.
[0076] In step S104, the processor 110 of the terminal 100 executes a terminal-side main process. The processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. The processor 110 controls the game based on the various information received from the server 200. As an example, the processor 110 acquires position information of the terminal 100 from the GNSS receiver 185 at predetermined time intervals. The processor 110 places a user object at a position in the first virtual movement space that corresponds to the terminal position at that time based on the position information. When the terminal position is moving, the processor 110 moves the user object on the virtual field so as to match the terminal position at that time. As an example, the processor 110 transmits manual play information indicating the acquired position information to the server 200 every time the processor 110 acquires position information. As an example, the processor 110 receives manual progress information from the server 200. The processor 110 updates the first virtual movement space according to the manual progress information. In other words, it can be said that the instruction to move the user object in the first virtual movement space is performed by moving in the real space while holding the terminal 100. The progress information may include information capable of specifying the placement of an event in the first virtual movement space and the placement position of the event in the first virtual movement space. The processor 110 places the event object in the placement position indicated in the manual progress information in the first virtual movement space. The manual progress information may include information capable of specifying the removal of the event from the first virtual movement space. The processor 110 removes the instructed event from the first virtual movement space.
[0077] In step S105, the processor 210 of the server 200 defines a first virtual movement space. As an example, a virtual field is constructed in the first virtual movement space. As an example, a user object and an event object are arranged in the virtual field in the first virtual movement space. In step S106, the processor 210 of the server 200 executes a server-side main process. The processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various information received from the terminal 100. As an example, the processor 210 receives manual play information from the terminal 100. The processor 110 updates the first virtual movement space according to the manual play information. For example, the processor 210 determines the placement position of the event in the first virtual movement space based on the manual play information. The processor 210 transmits manual progress information indicating that the event will be placed in the first virtual movement space and the placement position of the event in the first virtual movement space to the terminal 100.
[0078] [An example of the automatic movement part processing flow] The automatic movement part process is one of the automatic response processes, and is a process for executing a movement part by an automatic response. The automatic movement part process is executed when the automatic mode is set. The automatic movement part process is also executed when the manual mode is set. In the automatic movement part process, the processor 110 of the terminal 100 specifies various instructions according to the progress of the game by AI control. The automatic movement part process is a process in which the first virtual movement space is replaced with the second virtual movement space and the manual movement screen 401 is replaced with the automatic movement screen 402, respectively, in the manual movement part process. The automatic movement part process is a process in which the manual response is replaced with an automatic response, the manual play information is replaced with automatic play information, and the manual progress information is replaced with automatic progress information, respectively, in the manual movement part process. Note that, as in the first virtual movement space, the movement instruction of the user object in the second virtual movement space is performed by moving in the real space while holding the terminal 100. The manual movement part process and the automatic movement part process differ in that the response method is either a manual response or an automatic response. On the other hand, the manual movement part process and the automatic movement part process have the same game content. The manual movement part process and the automatic movement part process are performed in parallel by the terminal 100 and the server 200. Therefore, the movement part by automatic response and the movement part by manual response are executed in parallel independently of each other.
[0079] [An example of the flow of manual event part processing] The manual event part process is one of the processes of the manual response, and is a process for executing an event part by a manual response. The manual event part process is executed when the manual mode is set.
[0080] As shown in FIG. 6, in step S200, processor 110 of terminal 100 identifies an event start instruction in the case of a moving part. As an example, when processor 110 accepts an event start operation, it identifies an event start instruction as a manual response. The event start instruction can be identified by terminal 100 reaching the event position. As an example, processor 110 identifies that terminal 100 has reached the event position when terminal 100 is located within a specified range centered on the event position. As an example, the specified range may be a cylindrical space with a radius of 50 meters centered on the event position and a height of 50 meters.
[0081] In step S201, processor 110 of terminal 100 transmits an event start notification indicating the start of an event to server 200. The event start notification is an example of manual play information. In step S202, processor 110 of terminal 100 defines a first virtual event space. Processor 110 places a field object in the first virtual event space. Processor 110 places a user object of user 11 and an enemy object in the first virtual event space. In step S203, processor 110 of terminal 100 displays manual event screen 501 on monitor 181. For example, processor 110 displays, as part of manual event screen 501, an area that can be captured within the shooting range of a virtual camera placed in the first virtual event space on monitor 181.
[0082] In step S204, processor 110 of terminal 100 executes terminal-side event processing. That is, processor 110 enables an event arranged in the virtual space in association with a position in the real space to proceed. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 identifies an action instruction of a user object by a manual response, processor 110 transmits manual play information indicating the content of the instruction to server 200. Processor 110 controls the event based on the various information received from server 200. As an example, processor 110 updates the first virtual event space based on the manual progress information.
[0083] In step S205, the processor 210 of the server 200 receives the event start notification. In step S206, the processor 210 of the server 200 defines a first virtual event space. The processor 210 places a field object in the first virtual event space. The processor 210 places a user object of the user 11 and an enemy object in the first virtual event space.
[0084] In step S207, the processor 210 of the server 200 executes server-side event processing. That is, the processor 210 allows an event arranged in the virtual space in association with a position in the real space to proceed. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 may receive manual play information from the terminal 100. The processor 210 manages the action of the user object according to the manual play information. As an example, the processor 210 determines whether the user object has moved. The processor 210 moves the user object based on the determination result. As an example, the processor 210 determines whether the attack has hit the enemy object. When the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the enemy object. The processor 210 transmits manual progress information indicating the result of the action of the user object to the terminal 100.
[0085] The processor 210 of the server 200 also causes the enemy object to act. As an example, the processor 210 determines whether or not the enemy object moves. As an example, the processor 210 moves the enemy object based on the determination result. As an example, the processor 210 may determine whether or not an attack has hit the user object. When the processor 210 determines that the attack has hit, it reduces the HP of the user object. The processor 210 transmits manual progress information indicating the result of the enemy object's action to the terminal 100.
[0086] The processor 210 of the server 200 executes a process of determining the result of an event at predetermined time intervals. For example, the processor 210 determines whether or not the achievement condition of the event has been met. As an example, the processor 210 determines that the achievement condition of the event has been met when the HP of the enemy object becomes 0. When the achievement condition of the event has been met, the processor 210 determines that the task has been accomplished as the result of the event. When the achievement condition of the event has not been met, the processor 210 determines whether or not the event time limit has elapsed. When the event time limit has elapsed, the processor 210 determines that the task has not been accomplished as the result of the event. When the event time limit has not elapsed and the HP of the user object becomes 0, the processor 210 may determine that the task has not been accomplished as the result of the event. After determining the result of the event, the processor 210 ends the event and proceeds to step S208.
[0087] In step S208, the processor 210 of the server 200 grants the reward of the event to the user 11. As an example, when the task of the event is completed, the processor 210 can grant a reward associated with the event. For example, when the task of the event is completed, a first reward that is always granted to the user 11 may be determined. As an example, the first reward may be experience points and virtual currency. For example, when the task of the event is completed, a second reward that is granted to the user 11 when the user wins a predetermined lottery may be determined. As an example, the second reward may be an item and weapons. As an example, when the task of the event is not completed, the processor 210 may not grant a reward to the user 11. Not limited to this, when the task of the event is not completed, the processor 210 may grant a reward of lower value compared to when the task of the event is completed. Therefore, even if the task of the same event is completed, the presence or absence of a reward granted to the user 11, the value of the reward, and the amount of the reward may vary. As an example, in step S208, the processor 210 may determine one or more reward IDs from among a plurality of reward IDs associated with the event. Then, the processor 210 may grant a reward to the user 11 by associating the determined reward ID with the user ID of the user 11.
[0088] In step S209, processor 210 of server 200 transmits an event result notification indicating the result of the event to terminal 100. The event result notification includes information indicating the reward for the event to be granted to user 11. In step S210, processor 110 of terminal 100 receives the event result notification. In step S211, processor 110 of terminal 100 displays the result of the event on monitor 181 on manual event screen 501. Processor 110 displays the reward for the event on monitor 181 on manual event screen 501. Thereafter, processor 110 of terminal 100 displays manual movement screen 401 on monitor 181, and ends a series of processes for executing the event.
[0089] In step S212, processor 210 of server 200 accumulates the results of events resulting from manual responses and stores them in memory 220 as an example of a manual play result. As one example, processor 210 updates the number of times the event was performed, the type of event, and the success or failure of the event task as data associated with the user ID as a result of the event resulting from the manual response. As one example, processor 210 updates the time or number of turns required to complete the task, the amount of items consumed in the event, and the amount of parameter values consumed, such as HP, as data associated with the user ID. After that, processor 210 of server 200 ends the series of processes for executing the event.
[0090] [An example of the automatic event part processing flow] The automatic event part processing is one of the automatic response processes, and is processing for executing an event part by an automatic response. The automatic event part processing is executed when the automatic mode is set. The automatic event part processing is also executed when the manual mode is set. In the automatic event part processing, the processor 110 of the terminal 100 identifies various instructions according to the progress of the game by AI control. As an example, the processor 110 identifies an event start instruction as an automatic response by AI control. As an example, the processor 110 identifies an action instruction as an automatic response by AI control.
[0091] The automatic event part processing is a process in which the first virtual event space is replaced with the second virtual event space and the manual event screen 501 is replaced with the automatic event screen 502 in the manual event part processing. The automatic event part processing is a process in which the manual response is replaced with an automatic response, the manual play information is replaced with an automatic play information, the manual progress information is replaced with an automatic progress information, and the manual play result is replaced with an automatic play result in the manual event part processing. After the event ends, the processor 110 of the terminal 100 displays the automatic move screen 402 on the monitor 188 instead of the manual move screen 401. The difference between the manual event part processing and the automatic event part processing is that the response method is either a manual response or an automatic response. On the other hand, the manual event part processing and the automatic event part processing have the same game content. The manual event part processing and the automatic event part processing can be performed in parallel by the terminal 100 and the server 200. Therefore, the event part by the automatic response and the event part by the manual response are executed in parallel independently of each other.
[0092] [An example of the response method change process] The response method change process is a process for changing the response method between manual response and automatic response. As shown in FIG. 7, in step S300, the processor 210 of the server 200 records the progress of the automatic game as an example of the automatic play result. Note that step S300 may be executed as step S212. As an example, the processor 210 may start recording the progress of the automatic game based on receiving the game start notification in step S101. As an example, the processor 210 records the progress of the automatic game that is processed in parallel with the manual game over a period from when the manual mode is set to when it is released. In the following description, information stored in the memory 220 as a record of the automatic play result is referred to as play record information. The automatic game includes a movement part by an automatic response and an event part by an automatic response. As an example, the processor 210 may store in the memory 220, as the automatic play result, information that can specify a movement trajectory on the virtual field when the automatic response is being executed, or a movement trajectory in the real space based on the position information. As an example, the processor 210 may store in the memory 220, as the automatic play result, information that can specify a result of an event by an automatic response and a reward for the event. As an example, the processor 210 stores in the memory 220 video data recording the transitions of the second virtual movement space and the second virtual event space as the automatic play result. In this case, the video data as the play record information may be the results of various instructions by the automatic response, and lotteries and judgments based on the various instructions. The video data may be data recording the transitions of the second virtual movement space and the second virtual event space as still images or moving images. The video data is a gameplay video of the automatic response game.
[0093] In step S301, when the processor 110 of the terminal 100 is set to manual mode and is in a movement part, the processor 110 of the terminal 100 identifies an automatic response start instruction based on an automatic response start operation. In step S302, the processor 110 of the terminal 100 transmits an automatic response start request, which is an example of manual play information, to the server 200. In step S303, the processor 110 of the terminal 100 sets the automatic mode and starts automatic response processing. As an example, the processor 110 copies the first virtual movement space to the second virtual movement space and switches from manual movement part processing to automatic movement part processing. Thereafter, the processor 110 executes automatic movement part processing and automatic event processing. In step S304, the processor 210 of the server 200 receives the automatic response start request. In step S305, the processor 210 of the server 200 ends recording of the automatic play result and erases (initializes) it. The processor 210 copies the first virtual movement space to the second virtual movement space, and switches from the manual movement part processing to the automatic movement part processing. After that, the processor 210 executes the automatic movement part processing and the automatic event processing.
[0094] In step S306, when the processor 110 of the terminal 100 is set to the automatic mode and is in the movement part, the processor 110 of the terminal 100 identifies an automatic response cancellation instruction based on the automatic response cancellation operation. In step S307, the processor 110 of the terminal 100 transmits an automatic response cancellation request, which is an example of manual play information, to the server 200. In step S308, the processor 110 of the terminal 100 sets the manual mode and starts the manual response processing while continuing the automatic response processing. That is, the processor 110 processes both the automatic response and the manual response. As an example, the processor 110 copies the second virtual movement space to the first virtual movement space and executes the automatic movement part processing and the manual movement part processing in parallel. Thereafter, the processor 110 executes the manual movement part processing and the manual event processing, and the automatic movement part processing and the automatic event processing in parallel. In step S306, the processor 110 allows the user to select the execution of both the automatic response and the manual response processing.
[0095] In step S309, the processor 210 of the server 200 receives the automatic response cancellation request. In step S310, the processor 210 of the server 200 starts recording the automatic play result. Then, the processor 210 of the server 200 sets the manual mode and starts the manual response process while continuing the automatic response process. That is, the processor 210 processes both the automatic response and the manual response. As an example, the processor 210 copies the second virtual movement space to the first virtual movement space and executes the automatic movement part process and the manual movement part process in parallel. Thereafter, the processor 210 executes the manual movement part process and the manual event process, and the automatic movement part process and the automatic event process in parallel. As a result, the automatic game is executed in parallel while the manual mode is set and the manual game is proceeding. The play result information of the automatic game is accumulated in the memory 220.
[0096] As shown in FIG. 8, in step S311, it is assumed that processor 110 of terminal 100 is set to manual mode and, in a moving part, identifies a record confirmation instruction for an automatic play result based on a record confirmation operation. In step S312, processor 110 of terminal 100 transmits a record confirmation request, which is an example of manual play information, to server 200. In step S313, processor 210 of server 200 receives the record confirmation request. In step S314, processor 210 of server 200 reads out play record information stored in memory 220 and transmits it to terminal 100. This play record information includes information indicating the result of the event as an automatic play result and a reward for the event. In step S315, processor 110 of terminal 100 receives the play record information. In step S316, processor 110 of terminal 100 displays information indicating the automatic play result on monitor 181 based on the play record information. As an example, processor 110 displays the results of one or more events executed by the automatic response and the reward for the event on monitor 181. Processor 110 of terminal 100 and processor 210 of server 200 suspend the manual movement part processing and the manual event part processing from the time a record check instruction is identified until an instruction to end record check is identified. Processor 110 of terminal 100 and processor 210 of server 200 suspend the automatic movement part processing and the automatic event part processing from the time a record check instruction is identified until an instruction to end record check is identified. In other words, the manual game and the automatic game are suspended from the time a record check instruction is identified until an instruction to end record check is identified.
[0097] In step S317, it is assumed that processor 110 of terminal 100 has specified a video playback instruction for an automatic game based on a video playback operation when the manual mode is set and the game is in a movement part. In step S318, processor 110 of terminal 100 transmits a video playback request, which is an example of manual play information, to server 200. In step S319, processor 210 of server 200 receives the video playback request. In step S320, processor 210 of server 200 transmits video data stored in memory 220 as play record information to terminal 100. In step S321, processor 110 of terminal 100 receives the video data. In step S322, processor 110 of terminal 100 reproduces the received video data and displays it on monitor 181. In this way, processor 110 makes it possible to display play result information for a predetermined period of time after the automatic response is started.
[0098] In step S323, it is assumed that processor 110 of terminal 100 has specified a result change instruction based on a result change operation when the manual mode is set and the game is in a movement part. In step S324, processor 110 of terminal 100 transmits a result change request, which is an example of manual play information, to server 200. The result change request is information that instructs a change in the play result between the automatic play result and the manual play result. In step S325, processor 210 of server 200 receives the result change request. In step S326, processor 210 of server 200 updates the contents stored in memory 220 so as to change the play result while the manual mode is set from the manual play result to the automatic play result. Then, processor 210 erases (initializes) the play record information.
[0099] As an example, the play result to be changed is the result of an event and a reward for the event. That is, the user 11 can continue the game by inheriting the result of the event included in the automatic play result stored as the play record information, instead of the result of the event included in the manual play result. In this case, the processor 210 may update the data indicating the result of the event associated with the user ID. Also, the user 11 is given the reward included in the automatic play result stored as the play record information, instead of the reward included in the manual play result. In this case, the processor 210 may update the reward ID associated with the user ID. In this way, when one of the automatic play result and the manual play result is superior to the other play result, the game may be progressed based on the superior play result. As an example, the play result to be changed is the progress status of the game. That is, the progress status of the manual game is transferred to the current progress status of the automatic game. In this case, the processor 210 may copy the second virtual movement space to the first virtual movement space.
[0100] In step S327, the processor 210 of the server 200 transmits change result information indicating the result after the change to the terminal 100. The change result information includes information indicating the result of the event by the automatic response and the reward of the event stored as the play record information. In step S328, the processor 110 of the terminal 100 receives the change result information. In step S329, the processor 110 of the terminal 100 updates the contents stored in the memory 120 so that the result of the event by the manual response and the reward of the event become the result of the event and the reward of the event indicated in the change result information, respectively. The processor 110 copies the second virtual movement space to the first virtual movement space. After that, the processor 110 of the terminal 100 ends the response method change process. Then, the processor 110 of the terminal 100 and the processor 210 of the server 200 resume the interrupted manual movement part process. The processor 110 of the terminal 100 and the processor 210 of the server 200 resume the automatic moving part processing and automatic event processing that were interrupted.
[0101] After identifying the record check instruction, processor 110 of terminal 100 transmits a record check end request to server 200 when it identifies a record check end instruction based on the record check end operation. In this case, processor 110 of terminal 100 controls monitor 181 to end the display of information showing the automatic play result. Processor 210 of server 200 receives the record check end request. Thereafter, processor 110 of terminal 100 and processor 210 of server 200 resume the interrupted manual movement part processing. Processor 110 of terminal 100 and processor 210 of server 200 resume the interrupted automatic movement part processing and automatic event processing.
[0102] [An example of the display screen on a device and the process flow for displaying it] [Move screen] As shown in FIG. 9 and FIG. 10, when the game program is started and the game starts, the game moves to the movement part, and the movement screen 40 is displayed on the monitor 181 of the terminal 100. The movement screen 40 includes various objects. As an example, the movement screen 40 includes displaying the virtual movement space 80. As described above, the first virtual movement space 801 and the second virtual movement space 802 have the same configuration, but are constructed separately. When the manual mode is set, the manual movement screen 401 includes a part of the virtual field 800 constructed in the first virtual movement space 801. When the automatic mode is set, the automatic movement screen 402 includes a part of the virtual field 800 constructed in the second virtual movement space 802. The virtual field 800 includes one or more field objects 81.
[0103] As an example, the movement screens 401 and 402 each include a user object 91 arranged in a virtual field 800 of the virtual movement spaces 801 and 802. The user object 91 is an object indicating a terminal position. As an example, the movement screens 401 and 402 each sometimes include an event object 92 arranged in a virtual field 800 of the virtual movement spaces 801 and 802. The event object 92 is an object indicating an event position. The event object 92 may be an object indicating the contents of the event. The event object 92 may include information indicating the remaining time of the event time limit. The event object 92 may include information indicating the remaining time of the restart time limit. As an example, the event object 92 may be an object imitating an enemy character that appears as an opponent in the event, such as a devil or a dragon.
[0104] In the movement screens 401 and 402, the range of the virtual field 800 that falls within the shooting range of the virtual camera CM arranged in the virtual movement spaces 801 and 802, respectively, is displayed. As an example, the virtual camera CM is set in a position in the virtual movement spaces 801 and 802 to overlook a part of the virtual field 800 together with the user object 91. As an example, when the user 11 moves in the real world while holding the terminal 100, the user object 91 moves in the virtual field 800. That is, the user 11 can instruct the movement of the user object 91 to the corresponding position in the virtual movement spaces 801 and 802 by moving while holding the terminal 100. As an example, in the movement screens 401 and 402, the virtual camera CM moves in accordance with the movement of the user object 91 in the virtual field 800, and thus the user object 91 moves in the virtual field 800.
[0105] On the movement screens 401 and 402, when the event object 92 falls within the shooting range of the virtual camera CM, the event object 92 is displayed. As an example, when the terminal 100 has reached the arrangement position of the event, the event start operation can be performed by tapping the portion of the monitor 181 where the event object 92 is displayed. As an example, as shown by the dashed line in the figure, the state in which the terminal 100 has reached the arrangement position of the event may be the state in which the terminal 100 is located within a specified range centered on the arrangement position of the event.
[0106] When set to manual mode, the monitor 181 displays the event object 92 arranged in the first virtual movement space 801, and when an event start operation is performed on that display portion, an event start instruction is specified as a manual response. When set to manual mode, the monitor 181 does not display the event object 92 arranged in the second virtual movement space 802, but an event start instruction for the event object 92 is automatically specified by an automatic response. When set to automatic mode, the monitor 181 displays the event object 92 arranged in the second virtual movement space 802, and even if an event start operation is not performed on that display portion, an event start instruction is automatically specified by an automatic response.
[0107] The manual move screen 401 includes a manual mode icon 811, which is an example of information indicating that the manual mode is set. The manual move screen 401 includes an automatic response result confirmation button 812. As an example, a record confirmation operation can be performed by tapping a portion of the monitor 181 where the automatic response result confirmation button 812 is displayed. The manual move screen 401 includes an automatic response button 813. As an example, an automatic response start operation can be performed by tapping a portion of the monitor 181 where the automatic response button 813 is displayed. The automatic move screen 402 includes an automatic mode icon 814, which is an example of information indicating that the automatic mode is set. The automatic move screen 402 includes an automatic response cancellation button 815. As an example, an automatic response cancellation operation can be performed by tapping a portion of the monitor 181 where the cancellation button 815 is displayed.
[0108] As shown in FIG. 11, when the processor 110 of the terminal 100 identifies the record confirmation instruction based on the record confirmation operation, the processor 110 displays the record of the automatic play result on the monitor 181 based on the play record information transmitted from the server 200 (step S316). As an example, the record of the automatic play result may be displayed as a record window 83 including the progress of the automatic game. As an example, the record window 83 may include automatic response result information 831 indicating the automatic play result. The automatic response result information 831 may include one or more of the number of times the event was executed by the automatic response, the success or failure of the event, and the reward for the event that would have been given to the user 11 if the automatic response had been performed, which can be arbitrarily selected. As an example, the number of times the event was executed may be displayed as the number of times the battle was executed. The success or failure of the event may be displayed as the number of victories (number of defeats) in the battle. The reward for the event may be displayed as the accumulated experience points acquired through one or more events. The reward for the event may be displayed as the type and quantity of items acquired through one or more events. As an example, the record window 83 may include manual response result information 832 indicating the result of manual play while the automatic play result is being recorded. The manual response result information 832 may include one or more of the number of times an event was executed by a manual response, whether the event was successful, and the reward for the event, which may be selected arbitrarily. The reward for the event indicated in the manual response result information 832 is the reward for the event granted to the user 11 as the game progresses through the manual response.
[0109] As an example, the record window 83 may include a result change button 833. As an example, a result change operation can be performed by tapping a portion of the monitor 181 where the result change button 833 is displayed. When a result change instruction is identified based on the result change operation, the play result is changed from the manual play result to the automatic play result (steps S323 to S329).
[0110] As an example, the record window 83 may include a video playback button 834. As an example, a video playback operation can be performed by tapping a portion of the monitor 181 where the video playback button 834 is displayed. When a video playback instruction is specified based on the video playback operation, the monitor 181 plays back the video data, thereby displaying a recorded video 85 of the automatic game. As an example, the recorded video 85 may be a video of only the event part, or may be a video of both the movement part and the event part, or may be a digest of a scene that the user 11 is particularly interested in checking.
[0111] [Event screen] As shown in FIG. 12, when an event starts, an event screen 50 is displayed. The event screen 50 includes various objects. As an example, the event screen 50 includes displaying a virtual event space 90. As described above, the first virtual event space 901 and the second virtual event space 902 have the same configuration, but are constructed separately. When the manual mode is set, the manual event screen 501 includes a part of the virtual field 900 constructed in the first virtual event space 901. When the automatic mode is set, the automatic event screen 502 includes a part of the virtual field 900 constructed in the second virtual event space 902. The virtual field 900 includes one or more field objects 86.
[0112] Each of the event screens 501 and 502 includes a user object 91. The event screen 50 includes an enemy object 93. Each of the event screens 501 and 502 includes an HP bar 94 indicating the HP of the enemy object 93. Each of the event screens 501 and 502 includes event time limit information 95 indicating the remaining time of the event time limit. The manual event screen 501 includes a controller 99 for instructing the user object 91 to move. As an example, an operation to instruct the user object 91 to move can be performed by tapping and sliding the part where the controller 99 is displayed. As an example, an operation to instruct an attack on the enemy object 93 can be performed by tapping the part where the enemy object 93 is displayed. Based on these operations, an action instruction for the user object 91 is specified. As an example, the controller 99 is included in the manual event screen 501 but not included in the automatic event screen 502. The manual event screen 501 includes a manual mode icon 811 which is an example of information indicating that the manual mode is set. The automatic event screen 502 includes an automatic mode icon 814, which is an example of information indicating that the automatic mode is set.
[0113] [Game Flow] An example of the flow of a game according to the present disclosure will be described. As shown in FIG. 13, when the manual mode is set, the position of the terminal 100 held by the user 11 in the real space changes to positions corresponding to positions 911, 912, and 913 in the first virtual movement space 801, in that order. In this case, the user object 91 moves continuously or intermittently to positions 911, 912, and 913 in the virtual field 800 constructed in the first virtual movement space 801, in the order of positions corresponding to the positions of the terminal 100 in the real space. When the user object 91 is at positions 911 to 913, the virtual cameras CM are disposed at positions CM1 to CM3, respectively. As a result, the monitor 181 displays, as the manual movement screen 401, the ranges within the shooting range of the virtual camera CM corresponding to the respective positions in the virtual field 800 in the order of positions CM1, CM2, and CM3, together with the user object 91.
[0114] In the first virtual movement space 801 and the second virtual movement space 802, a first event is associated with positions 921, 923, and 924, and an event object 92 is disposed at each of these positions. As an example, the event object 92 indicating the first event may be a first monster that appears in the first event. In addition, in the first virtual movement space 801 and the second virtual movement space 802, a second event is associated with position 922, and a third event is associated with position 925, and an event object 92 is disposed at each of these positions. As an example, the event object 92 indicating the second event may be a second monster that appears in the second event. As an example, the event object 92 indicating the third event may be a third monster that appears in the third event.
[0115] Positions 921 to 925 are event positions that the user 11 can reach as the terminal 100 moves in real space. As an example, it is assumed that the monsters that appear in the first event, second event, and third event are stronger in this order, and the difficulty of completing the events is higher. It is assumed that the experience points that can be acquired upon completing the tasks are 40 points for the first event, 10 points for the second event, and 90 points for the third event. It is assumed that the virtual currency that can be acquired upon completing the tasks is 100 points for the first event, 150 points for the second event, and 180 points for the third event. It is also assumed that the items that can be acquired by lottery upon completing the tasks are healing potions for the first event, none for the second event, and magic potions for the third event.
[0116] As shown in FIG. 13 and FIG. 14, it is assumed that an event start operation is performed on the event objects 92 arranged at the respective positions 921, 923, and 924 while the user object 91 moves from the position 911 to the position 913. That is, in steps S400, S402, and S404, the first event is executed three times by manual responses by the user 11. In the three first events, it is assumed that the action instructions of the user object 91 are specified by the manual responses, and all enemy objects are successfully defeated, resulting in the achievement of the task. In this case, in steps S401, S403, and S405, the user 11 can acquire rewards for the event. For example, it is assumed that the user 11 acquires 40 points x 3 experience points and 100 points x 3 virtual currency as rewards. It is also assumed that the user 11 acquires two healing potions as rewards by winning a predetermined lottery.
[0117] The monitor 181 of the terminal 100 displays the game being progressed by the manual response as a manual move screen 401 and a manual event screen 501. On the other hand, the monitor 181 of the terminal 100 does not display the automatic move screen 402 and the automatic event screen 502, but the game is also progressed by the automatic response while the game is being progressed by the manual response. As an example, an automatic response is performed by automatically specifying an instruction by AI control. Assume that an event start instruction for the events arranged at positions 921, 922, 923, and 924 is automatically specified while the user object 91 moves from position 911 to position 912. In this case, in steps S500, S502, S504, and S506, the first event, the second event, the first event, and the third event are executed in this order. In each event, an action instruction for the user object 91 is specified by an automatic response using AI control. As a result, in steps S504 and S506, it is assumed that the enemy object is successfully defeated in one first event and one third event, and the task is accomplished. In steps S500 and S502, it is assumed that the enemy object is unsuccessfully defeated in one first event and one second event, and the task is not accomplished.
[0118] In this case, in steps S505 and S507, the user 11 can acquire rewards for the event. For example, the user 11 acquires 40 points + 90 points of experience points and 100 points + 180 points of virtual currency as rewards. The user 11 also acquires one healing potion and one magic potion as rewards by winning a predetermined lottery. On the other hand, in steps S501 and S503, the user 11 cannot acquire rewards for events in which the task was not completed.
[0119] In such a situation, the play results are different between the manual game and the automatic game. For example, in a game progressed by a manual response, three events are executed, and the number of times the event is achieved is three. The user 11 can obtain 120 points of experience points, 300 points of virtual currency, and two healing potions as rewards for the events. On the other hand, in a game progressed by an automatic response, four events are executed, and the number of times the event is achieved is two. The user 11 can obtain 130 points of experience points, 280 points of virtual currency, one healing potion, and one magic potion as rewards for the events. Comparing such a manual play result and an automatic play result, which play result is preferable may differ depending on the way of thinking of the user 11. For example, the experience points obtained are more in the automatic response than in the manual response, which is attractive to the user 11 who values the growth of the user object 91. For example, the virtual currency obtained is more in the manual response than in the automatic response, which is attractive to the user 11 who desires more virtual currency. For example, the number of acquired items is greater in the case of a manual response than in the case of an automatic response, which is attractive to users 11 who desire more items. For example, the types of acquired items include potions in the case of an automatic response, but do not include potions in the case of a manual response, so the reward in the case of an automatic response is more attractive to users 11 who find value in specific objects (potions in this case). Also, the number of times a task in an event is completed is greater in the case of a manual response than in an automatic response, so the result in the case of a manual response is more attractive to users 11 who find value in the number of times an event is completed.
[0120] As shown in FIG. 11, in a scene of a movement part, the user 11 can confirm how the event result and the reward for the event differ between the manual response and the automatic response by performing a record confirmation operation. The user 11 can then change the play result between the manual play result and the automatic play result so that the event result and the reward for the event are better in terms of the viewpoint that the user values by performing a result change operation. The user 11 can also view video data including the progress of the game with the automatic response by performing a video playback operation. Thus, the user 11 can confirm the flow of the game with the automatic response that the user 11 could not see by progressing the game with the manual response. In other words, the user 11 can easily obtain information to determine whether to select the manual play result or the automatic play result.
[0121] The effects of the present disclosure will be described. (1) The game progresses by processing both the automatic response and the manual response. Therefore, a game that progresses with a manual response by the operation of the user 11 and a game that progresses with an automatic response without the operation of the user 11 can be realized in parallel. Therefore, while enjoying a game with a manual response, the game with an automatic response can also progress. Therefore, the convenience for the user 11 can be improved.
[0122] (2) The user 11 can select whether to process both automatic and manual responses, so that the user 11 can enjoy the game in a response method that matches his / her own mood and convenience.
[0123] (3) It is possible to display play result information for a predetermined period of time after the automatic response has started. For example, when the automatic play result is displayed as the play result information, the user 11 can grasp the result of the automatic game that progressed regardless of the user's operation. For example, when video data of a game that progresses by an automatic response is played as the play result information, the user 11 can confirm the progress of the automatic game.
[0124] (4) The terminal 100 can display manual play results and automatic play results, making it easy to compare the play results of a game that is automatically played with an automatic response and a game that is played with a manual response.
[0125] (5) The user 11 can select and confirm either the manual play result or the automatic play result. Thus, the user 11 can select the play result that he or she feels is superior from the viewpoint that he or she values.
[0126] (6) The automatic play result includes the execution results of the movement part and one or more event parts. For this reason, there may be a large difference between the manual play result and the automatic play result. The user 11 can check the automatic play result at any time during the execution of the movement part, so that the user 11 can proceed with the game with a manual response with peace of mind. Furthermore, the user 11 can switch to the automatic play result in a situation where the automatic play result is more preferable than the manual play result. This further improves the convenience for the user 11.
[0127] (7) When the manual mode is set, the automatic move screen 402 and the automatic event screen 502 are not displayed on the monitor 181. This allows the user 11 to concentrate on progressing through the game by manual responses.
[0128] (8) By being able to choose between automatic play results and manual play results, user 11 can obtain rewards that he or she considers preferable. The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that they are not technically inconsistent.
[0129] [Change Example 1] In the above embodiment, when the manual mode is set, the entire automatic game including both the movement part and the event part is executed in parallel with the manual game, and the automatic play result is recorded, but the configuration is not limited to this. For example, when the manual mode is set and an event start instruction by a manual response is identified, the processor 110 of the terminal 100 may allow the user to select whether to execute the event by only the manual response, or by both the manual response and the automatic response. In this case, the processor 110 may include as an option whether to execute the event by only the automatic response.
[0130] As shown in FIG. 15, when the processor 110 of the terminal 100 identifies an event start instruction by manual response, the processor 110 displays a response method selection window 97 on the monitor 181 to allow the user to select a response method for the event. As an example, the response method selection window 97 may include a manual response button 971 indicating selection of only manual response as a response method, an automatic response button 973 indicating selection of only automatic response, and a parallel response button 972 indicating selection of both response methods. The processor 110 identifies the manual response instruction based on a tap operation on a portion where the manual response button 971 is displayed. The processor 110 identifies the parallel response instruction based on a tap operation on a portion where the parallel response button 972 is displayed. The processor 110 identifies the automatic response instruction based on a tap operation on a portion where the automatic response button 973 is displayed. The processor 110 of the terminal 100 and the server 200 execute manual event processing based on the manual response instruction or the parallel response instruction. The processor 110 of the terminal 100 and the server 200 execute automatic event processing based on the automatic response instruction or the parallel response instruction.
[0131] When a parallel response instruction is identified, processor 110 of terminal 100 displays manual event screen 501 resulting from a manual response on monitor 181. Processor 110 displays automatic event screen 502 resulting from an automatic response on monitor 181 in parallel with manual event screen 501. At this time, processor 110 displays automatic event screen 502 in a small size on a part of manual event screen 501. According to this modified example, an automatic play screen which is a play screen of a game based on an automatic response and a manual play screen which is a play screen of a game based on a manual response can be displayed in parallel. In this modified example, the display area of the manual play screen is larger than that of the automatic play screen. Without being limited to this, the display area of the manual play screen may be smaller than that of the automatic play screen, or may be the same area.
[0132] When the manual event processing and the automatic event processing are completed, the processor 110 of the terminal 100 displays the manual movement screen 401 on the monitor 181. The processor 110 displays a result selection window 98 on the monitor 181 as an example of information indicating the manual play result and the automatic play result in one event. The result selection window 98 may include a manual play result selection button 981 indicating the selection of the manual play result, and an automatic play result selection button 982 indicating the selection of the automatic play result. The manual play result selection button 981 may include image or text data as the information indicating the manual play result. The automatic play result selection button 982 may include image or text data as the information indicating the automatic play result. The processor 110 identifies a manual play result selection instruction based on a tap operation on the portion where the manual play result selection button 981 is displayed. The processor 110 identifies an automatic play result selection instruction based on a tap operation on the portion where the automatic play result selection button 982 is displayed.
[0133] When the processor 110 of the terminal 100 identifies the manual play result selection instruction, the processor 110 of the terminal 100 and the processor 210 of the server 200 determine the manual play result as the play result of the current event. In this case, the user 11 can continue the game based on the result of the event by the manual response and the reward of the event. When the processor 110 of the terminal 100 identifies the automatic play result selection instruction, the processor 110 of the terminal 100 and the processor 210 of the server 200 determine the automatic play result as the play result of the current event. In this case, the user 11 can continue the game based on the result of the event by the automatic response and the reward of the event. After that, the processor 110 of the terminal 100 displays the manual move screen 401 on the monitor 181 based on the setting of the manual mode, but does not display the automatic move screen 402 on the monitor 181. In this modified example, it is possible to display the automatic play result, which is the play result of the game based on the automatic response, and the manual play result, which is the play result of the game based on the manual response. Thereafter, the display of the automatic play screen can be terminated while the display of the manual play screen continues.
[0134] According to this modification, a manual response and an automatic response can be selected for each event in the game, so that a system that is easy for the user 11 to understand can be provided. Furthermore, in this modification, since both manual and automatic responses can be selected for processing, the convenience of the user 11 can be improved. Since the manual event screen 501 and the automatic event screen 502 are displayed in parallel on the monitor 181, the user 11 can grasp the progress of the game by automatic responses while progressing the game with manual responses. Since the display area of the manual event screen 501 is larger than that of the automatic event screen 502, the user 11 can easily give various instructions by operating the touch screen 180. After the event ends, the monitor 181 displays the manual play results and the automatic play results, so that the user 11 can easily grasp the results of the manual game and the automatic game. Furthermore, the user 11 can select the play results that are superior in terms of the user's prioritization, so that the convenience is improved.
[0135] In this modified example, when a manual play result is selected, the setting of the manual mode may be continued, whereas when an automatic play result is selected, the setting may be changed to the automatic mode. In this modified example, when the manual event screen 501 and the automatic event screen 502 are displayed on the monitor 181, the processor 110 of the terminal 100 may specify a display switching instruction by a tap operation on the portion where the automatic event screen 502 is displayed. When the processor 110 specifies a display switching instruction, the processor 110 may switch the display position and display range of the automatic event screen 502 with the display position and display range of the manual event screen 501. Furthermore, the processor 110 may end the manual mode and set the automatic mode, and display only the automatic event screen 502 on the monitor 181.
[0136] [Change Example 2] When an event is completed based on one of the automatic response and the manual response, the event may be allowed to be completed even when the event is not completed based on the other. For example, as in the first modification, in a situation where an event is being executed in both the manual game and the automatic game, when the event of the manual game is completed, the event of the automatic game may be ended. Conversely, in a situation where an event is being executed in both the manual game and the automatic game, when the event of the automatic game is completed, the event of the manual game may be ended. In this modification, when one of the events of the manual game and the automatic game is completed, the user 11 may be able to select whether or not to end the other event. According to this modification, in a situation where the result or reward of one of the events of the manual game and the automatic game is satisfactory to the user 11, the other event can be quickly ended.
[0137] [Change Example 3] As shown in FIG. 16, when the processor 110 of the terminal 100 identifies an automatic response cancellation instruction in step S306, in step S308, the processor 110 may display the manual move screen 401 and may display the automatic move screen 402 or the automatic event screen 502 in a part of the manual move screen 401. In this modification, the area of the area displaying the automatic move screen 402 and the automatic event screen 502 is preferably smaller than the area of the area displaying the manual move screen 401 and the manual event screen 501. Not limited to this, the area of the area displaying the automatic move screen 402 and the automatic event screen 502 may be the same as the area of the area displaying the manual move screen 401 and the manual event screen 501. The area of the area displaying the automatic move screen 402 and the automatic event screen 502 may be larger than the area of the area displaying the manual move screen 401 and the manual event screen 501. In this modification, when the processor 110 of the terminal 100 identifies a result change instruction or a record check end instruction, the processor 110 may end the automatic response process and execute the manual response process. In this case, in step S308, the processor 110 of the terminal 100 may display the manual movement screen 401 on the monitor 181 based on the fact that the manual mode is set, while not displaying the automatic movement screen 402 on the monitor 181.
[0138] [Change Example 4] In the embodiments and modified examples, when a game is being progressed through manual response processing and it is desired to change the game progress status to that progressed through automatic response processing, it may be possible to change to the game progress status progressed through automatic response processing when certain conditions are met.
[0139] As shown in FIG. 17, in an embodiment, when processor 110 of terminal 100 identifies a video playback instruction in step S317, it executes a specific event before playing video data. Without being limited to this, when processor 110 of terminal 100 identifies a record confirmation instruction in step S311, it may execute a specific event before displaying the play result. As an example, the specific event may be a game different from the game using the virtual movement space and the virtual event space. For example, the specific event may be a battle-type mini-game in which the player battles against an NPC (Non Player Character).
[0140] As an example, the manual movement screen 401 may include a mini-game window 96 for executing a mini-game. As an example, the mini-game window 96 may include a UI object for issuing various instructions related to the mini-game. When a specific event ends, the processor 110 of the terminal 100 and the processor 210 of the server 200 may determine that a specific condition is satisfied and enable playback of the video data. The specific condition may be satisfied by the achievement of a task set for the specific event in addition to the execution of the specific event. In this case, if the task of the specific event is not achieved, the specific condition is not satisfied. Furthermore, if the task of the specific event is not achieved, information encouraging the user to re-execute (re-attempt) the specific event may be displayed on the monitor 181.
[0141] The predetermined condition is not limited to executing a specific event such as a mini-game. For example, the predetermined condition may include displaying summary information showing a summary of the automatic play result. For example, the summary information may be information showing the movement trajectory of the user 11, information showing the number of times the event has been performed, information showing the type of the event, and the like. The summary information may be displayed on the monitor 181 in the form of a combination of one or more of video, still images, and text data.
[0142] In an embodiment, the processor 110 of the terminal 100 and the processor 210 of the server 200 may execute a specific event when a result change instruction is identified, and may apply an automatic play result when a predetermined condition including the specific event being executed is satisfied. In a first modified example, the processor 110 of the terminal 100 and the processor 210 of the server 200 may be configured to execute a specific event when an automatic play result selection instruction is identified, and may apply an automatic play result when a predetermined condition including the specific event being executed is satisfied. As in this modified example, a specific event may be made executable in the game, and the predetermined condition may include the specific event being executed. According to this modified example, the user 11 cannot unconditionally change to a game that has been progressed by an automatic response process. Therefore, a special feeling of changing to a game that has been progressed by an automatic response process can be created.
[0143] [Change Example 5] In the embodiment and the modified example, the change of the play result between the manual play result and the automatic play result is not limited to being possible regardless of whether the automatic play result is superior to the manual play result. For example, the change of the play result may be possible only when the automatic play result is superior to the manual play result. For example, the selection of the play result may be possible only when the automatic play result is inferior to the manual play result. The superiority or inferiority of the play result may be determined based on a predetermined index, or may be determined based on an index selected by the user 11. For example, the index for determining the superiority or inferiority of the play result may be one or more of the number of times an event is performed, the type of the event, the type of reward for the event, and the amount of reward for the event. For example, the index for determining the superiority or inferiority of the play result may be the time or number of turns required to accomplish a task, the amount of items consumed in the event, and the amount of parameter values consumed such as HP.
[0144] In the embodiment and the modified example, the user 11 is not limited to being able to select the manual play result and the automatic play result all at once. For example, the processor 110 of the terminal 100 and the processor 210 of the server 200 may accumulate and record one of the manual play results and the automatic play result during a predetermined period, which is more advantageous for the user 11, and apply it to the user 11. For example, the predetermined period may be one event. In this case, the processor 110 of the terminal 100 and the processor 210 of the server 200 compare the manual play result and the automatic play result every time an event ends, and record the one of the play results that is better for the user 11. Then, the user 11 may be allowed to select either the manual play result based on only the manual response or the recorded play result. When one of the automatic play result and the manual play result is better than the other, the game may be progressed based on the one of the better play results. According to this modification, the user 11 can proceed with the game based on the play result of the better response method, either the play result of the manual response or the play result of the automatic response. Therefore, the user 11 can enjoy the game by the manual response with peace of mind.
[0145] [Change Example 6] In the embodiment and modified examples, the automatic play result is not limited to being able to be confirmed when the manual game is a movement part, but may be able to be confirmed when the manual game is an event part. Moreover, the automatic play result may be able to be confirmed whether the manual game is a movement part or an event part. The automatic play result is not limited to being able to be confirmed when the automatic game is a movement part or an event part, but may be able to be confirmed when the automatic game is a movement part. The automatic play result may be able to be confirmed when the automatic game is an event part.
[0146] [Change Example 7] When the manual mode is set, whether or not to start recording the automatic play results may be selectable by an operation of the user 11. When the automatic play results are being recorded, whether or not to end recording the automatic play results may be selectable by an operation of the user 11.
[0147] [Change Example 8] In the embodiment, the automatic play result is not limited to being recorded for the entire game. For example, in the embodiment, the automatic play result may be recorded for only the movement part or only the event part.
[0148] [Change Example 10] In the embodiment and the modified example, the automatic mode may have a plurality of types of modes with different conditions for automatic response. As an example, the conditions for automatic response may differ in terms of priority when specifying an instruction. For example, the conditions for automatic response in the event part may differ in whether to prioritize an attack on an enemy object or avoiding an attack from an enemy object. For example, the conditions for automatic response in the movement part may differ in whether to specify an event start instruction frequently or infrequently. The processor 210 of the server 200 may record an automatic play result for each of the plurality of automatic modes. Then, the user 11 may be allowed to select a play result to be applied from the plurality of automatic play results. Also, video data may be played as an example of play result information for each automatic mode.
[0149] [Change Example 12] In the embodiment and the modified example, video data is played as the play result information. However, the play result information may be any of still images, symbols, and text data, or a combination of a plurality of these, as long as the user 11 can grasp the progress of the automatic game. Also, the video data may be a recording of only important scenes in an event. For example, important scenes include a battle scene with a special enemy object, a scene in which a special move is activated, and a scene in which an enemy object is defeated.
[0150] [Change Example 13] The game is not limited to a location-based game that uses location information, and may be a game that does not use location information. For example, the game may be any of a role-playing game (RPG), an action game, a shooting game, a racing game, an adventure game, a strategy game, a simulation game, and a music game (rhythm).
[0151] [Change Example 14] The above-described processes and the order of steps are merely examples, and are not limited to these. The processes and the order of steps can be changed as desired without departing from the scope of the embodiments and modifications.
[0152] [Change Example 15] One or more modules or functions of the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
[0153] [Change Example 16] One or more modules or functions of the terminal 100 and the server 200 may be realized by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads the programs from the storage and executes them to realize the functions of the present disclosure. The storage may be realized as a non-volatile storage device, as already explained.
[0154] [Change Example 17] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (such as a floppy disk or hard disk), an optical disk (such as a CD-ROM, DVD, or MO), or a semiconductor memory (such as a ROM, RAM, or flash memory).
[0155] [Change Example 18] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or each can be understood as a separate program. The server 200 may perform all processing, and the results of the processing may be displayed as an image on the monitor 181 of the terminal 100.
[0156] [Change Example 19] In the above-mentioned embodiment and modified examples, a part or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-mentioned embodiment and modified examples, a part or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In the above-mentioned embodiment and modified examples, a part or all of the processes and steps executed by the processor 110 of the terminal 100 as the manual response unit 102 may be executed by the processor 210 of the server 200 as the manual response unit. In the above-mentioned embodiment and modified examples, a part or all of the processes and steps executed by the processor 110 of the terminal 100 as the automatic response unit 103 may be executed by the processor 210 of the server 200 as the automatic response unit. In other words, all of the processes and steps described in the embodiment and modified examples may be performed by the processor 210 of the server 200 or by the processor 110 of the terminal 100 .
[0157] Among the processes and steps described in the embodiment and the modified example, an arbitrary specific process and step may be executed by the processor 210 of the server 200, and a process and step different from the specific process and step may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be configured by one or more terminals 100 and one or more servers 200. As an example, various means and functions that can be realized by the processor 210 of the server 200 may be entirely realized by the processor 110 of the terminal 100. As an example, various means and functions that can be realized by the processor 210 of the server 200 may be partly realized by the processor 210 of the server 200, and the remaining part may be realized by the processor 110 of the terminal 100.
[0158] Various functions that can be realized by the game control unit 201 are not limited to being configured by one processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. Various functions that can be realized by the game control unit 101, the manual response unit 102, the automatic response unit 103, and the display control unit 106 are not limited to being configured by one processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, the computer may be configured by one or more terminals 100, may be configured by one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.
[0159] [Change Example 20] When the terminal 100 executes all of the processes and steps described in the embodiment and the modified example, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.
[0160] [Note] This disclosure includes the following examples, in which elements of the embodiments are numbered as an aid to understanding and not by way of limitation.
[0161] (assignment) For example, the purpose is to improve user convenience. (Appendix 1) A program that causes a computer (100, 200) to process both automatic and manual responses to progress a game (S100 to S106, S200 to S211).
[0162] According to this, a game proceeding with a manual response and a game proceeding with an automatic response can be realized in parallel. Therefore, while enjoying a game with a manual response, the game with an automatic response can also proceed. Therefore, the convenience of the user 11 can be improved.
[0163] (Supplementary Note 2) The program according to Supplementary Note 1, which causes the computer (100, 200) to allow the user to select whether to execute both the automatic response process and the manual response process (S306).
[0164] This allows the user to enjoy the game in a way that suits his or her own mood and convenience. (Appendix 3) The program described in appendix 1 or appendix 2, which causes the computer (100, 200) to display in parallel (S308) an automatic play screen (402, 502) that is a play screen of the game based on the automatic response, and a manual play screen (401, 501) that is a play screen of the game based on the manual response.
[0165] According to this, the automatic play screen and the manual play screen are displayed in parallel, so that the progress of the game by the automatic response can be grasped while the game is progressing by the manual response.
[0166] (Supplementary Note 4) The program according to any one of Supplementary Note 1 to Supplementary Note 3, wherein the display area of the manual play screen (401, 501) is larger than the display area of the automatic play screen (402, 502).
[0167] According to this, the manual play screen is displayed larger than the automatic play screen, so that the game played by manual response is easier to view, and operability can be improved. (Appendix 5) The program described in any one of Appendices 1 to 4, which enables the computer (100, 200) to display an automatic play result, which is the result of playing the game based on the automatic response, and a manual play result, which is the result of playing the game based on the manual response, and continues displaying the manual play screen (401, 501) while terminating display of the automatic play screen (402, 502) (S308).
[0168] According to this, since only the manual play screen continues to be displayed after the automatic play result and the manual play result are displayed, the user can easily progress through the game by manual responses. (Appendix 6) The program described in any one of Appendices 1 to 5, in which, when one of an automatic play result, which is a play result of the game based on the automatic response, and a manual play result, which is a play result of the game based on the manual response, is superior to the other play result, the computer (100, 200) progresses the game based on the superior play result (S326).
[0169] According to this, the user can progress through the game based on the play result of the better response method out of the rewards for the manual response and the rewards for the automatic response, so the user can enjoy the game by using the manual response with peace of mind.
[0170] (Appendix 7) A program described in any one of Appendices 1 to 6, which causes the computer (100, 200) to execute an event in the game, and when the event based on one of the automatic response and the manual response is completed, causes the event based on the other to be completed even when the event based on the other has not been completed.
[0171] According to this, in a situation where the result of an event by either the manual response or the automatic response is satisfactory to the user, the other event can be quickly ended.
[0172] (Appendix 8) A program described in any one of Appendices 1 to 7, which causes the computer (100, 200) to, when a game is being progressed by the manual response processing and an attempt is made to change the game progress status to that progressed by the automatic response processing, when a predetermined condition is satisfied.
[0173] According to this, the user cannot unconditionally switch to a game that has been progressed through an automatic response process, so that a sense of exclusivity can be created by switching to a game that has been progressed through an automatic response process.
[0174] (Appendix 9) A program described in any one of Appendices 1 to 8, which causes the computer (100, 200) to execute a specific event in the game, and the specified condition includes the specific event being executed.
[0175] According to this, a predetermined condition is satisfied by executing a specific event, so that a special feeling can be created by changing the game to one that has progressed through automatic response processing while enjoying the specific event.
[0176] (Supplementary Note 10) The program according to any one of Supplementary Notes 1 to 9, which causes the computer (100, 200) to be able to display play result information for a predetermined period of time from when the automatic response was started (S322).
[0177] This allows the user to check play information over a predetermined period of time after the automatic response has started, and therefore allows the user to understand the flow of the game that has progressed through the automatic response regardless of the user's operations.
[0178] The configurations described in Supplementary Notes 1 to 10 may be appropriately diverted to the fields of devices, systems, methods, and media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the technical spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which the claims are entitled. [Explanation of symbols]
[0179] 10...information processing system, 11...user, 20...network, 40...movement screen, 50...event screen, 80...virtual movement space, 81...field object, 83...recording window, 85...recorded video, 86...field object, 90...virtual event space, 91...user object, 92...event object, 93...enemy object, 94...HP bar, 95...event time limit information, 96...mini-game window, 97...response method selection window, 98...result selection window, 99...controller, 100...end end, 101...game control unit, 102...manual response unit, 103...automatic response unit, 105...position acquisition unit, 106...display control unit, 107...storage unit, 108...communication unit, 109...input / output unit, 110...processor, 120...memory, 130...storage, 140...communication interface, 150...input / output interface, 160...microphone, 170...speaker, 180...touch screen, 181...monitor, 182...touch sensor, 185...GNSS receiver, 190...communication bus, 200...server, 201...game control unit, 207...memory unit, 208... communication unit, 209... input / output unit, 210... processor, 220... memory, 230... storage, 240... communication interface, 250... input / output interface, 290... communication bus, 300... input device, 401... manual movement screen, 402... automatic movement screen, 501... manual event screen, 502... automatic event screen, 800... virtual field, 801... first virtual movement space, 802... second virtual movement space, 811... manual mode icon, 812... automatic response result confirmation button, 813... automatic response button, 814... manual mode icon , 815...cancel button, 831...automatic response result information, 832...manual response result information, 833...result change button, 834...video playback button, 900...virtual field, 901...first virtual event space, 902...second virtual event space, 971...manual response button, 972...parallel response button, 973...automatic response button, 981...manual play result selection button, 982...automatic play result selection button, CM...virtual camera, CM1...position, CM2...position, CM3...position, S100~S106, S200~S211, S300~S329...steps.
Claims
1. On the computer, A program that progresses a game by processing both an automatic response and a manual response, allows a first game to progress based on the automatic response, allows a second game to progress in parallel with the first game based on the manual response, the first game and the second game being a common game, allows a battle with a second object to progress in each of the first game and the second game using a common first object in each of the first game and the second game, allows the battle to progress by specifying a first action content to be made by the first object in each of the first game and the second game, and allows the battle to progress by specifying a second action content to be made by the first object in each of the first game and the second game that is different from the first action content, does not allow the first game to be displayed, and allows the second game to be displayed.
2. An information processing system which progresses a game by processing both an automatic response and a manual response, allows a first game to progress based on the automatic response, allows a second game to progress in parallel with the first game based on the manual response, the first game and the second game are a common game, allows a battle with a second object to progress in each of the first game and the second game using a common first object in each of the first game and the second game, allows the battle to progress by specifying a first action content to be made by the first object in each of the first game and the second game, and allows the battle to progress by specifying a second action content to be made by the first object in each of the first game and the second game that is different from the first action content, does not allow the first game to be displayed, and allows the second game to be displayed.
Citation Information
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