program

JP7645418B1Active Publication Date: 2025-03-13COLOPL

Patent Information

Application Number
JP2024079270
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-15
Publication Date
2025-03-13
Estimated Expiration
2044-05-15

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、ゲームの興趣性を向上させることができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve the interest of a game. [Solution] The program causes a computer to function as a game progress means for controlling the progress of the game, an acquisition means for allowing the user to acquire specific objects that the user can use in the game, and a control means for controlling the generation of the specific objects, and the control means, based on a specific condition being satisfied in the game, provides information regarding the user's past actions in the game to a generation AI to initiate a generation process that generates a specific object in accordance with the user's past actions.
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, games and the like that allow players to generate items within the game have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-110640 A Summary of the Invention [Problem to be solved by the invention]

[0004] There was a demand for games to be more entertaining.

[0005] An object of the present invention is to improve the entertainment value of a game. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, A game progress means for controlling the progress of the game; an acquisition means for allowing a user to acquire a predetermined object that the user can use in a game; a control means for controlling generation of the predetermined object; The control means, based on a fact that a predetermined condition is satisfied in the game, starts a generation process of providing information regarding the user's past actions in the game to a generation AI to generate the predetermined object according to the user's past actions. The program is provided. Effect of the Invention

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a screen displaying a map. [Figure 4] FIG. 13 is a diagram showing an example of a screen relating to a battle. [Diagram 5] FIG. 13 is a diagram showing an example of a screen relating to an event within a game. [Figure 6] FIG. 13 is a diagram showing an example of a title. [Figure 7] 13 is a flowchart showing an example of a process for generating an object using a generation AI. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, or the like), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each terminal device 10 with various data and programs necessary to realize a game, and a function of collecting and managing data related to the game from each terminal device 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as an object of a player character used by a user, are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects, such as buildings, trees, and stones, arranged in the virtual space, and the arrangement position, size, color, and shape of objects of non-player characters (NPCs). The game information also includes, for example, setting values ​​of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".

[0035] The user information is information managed for each game account. The user information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. The owned assets can be said to be a value owned by the user in the virtual space. Examples of the value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in the game and crypto assets. That is, the storage unit 220 may store information such as electronic currency, items, or characters owned by each user, for example, in association with identification information that can identify each user. In this embodiment, "granting (in other words, having the user acquire)" a predetermined value (in other words, an object) such as an item to the user can also be said to be stored in a predetermined storage unit in association with the user's account as a value owned by the user.

[0036] The control unit 210 controls various processes relating to the game by executing a game program stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211, a server processing unit 212, and a data management unit 213, for example.

[0037] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives a transmission request for various data and a program from each terminal device 10 and passes it to the server processing unit 212. In addition, the transmitting / receiving unit 211 transmits the various data and programs to each terminal device 10 according to the control of the server processing unit 212.

[0038] The server processing unit 212 executes arithmetic processing described in a game program in response to a request from the terminal device 10, thereby providing a game to the terminal device 10. The server processing unit 212 also issues a command to the transmitting / receiving unit 211 to transmit game information or user information. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records of the game information or user information.

[0039] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information or user information in accordance with instructions from the server processing unit 212.

[0040] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0042] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0043] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

[0044] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .

[0045] The transmitting / receiving unit 112 transmits or receives various types of data. For example, the transmitting / receiving unit 112 transmits game information and user information to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and the like from the server 20.

[0046] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.

[0047] The game progression unit 113 defines a virtual space based on information for defining the virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0048] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 generates an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.

[0049] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0050] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.

[0051] The display control unit 114 generates an image that depicts the area of ​​the field of view of the virtual camera defined by the game progression unit 113 in the virtual space and objects present in that area, and displays it on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0052] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. Each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. The information processing system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.

[0053] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each processing according to this embodiment. However, at least a part of the processing according to this embodiment that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processing according to this embodiment that is performed by the processor 21 may be executed by a processor other than the processor 21. For example, a part or all of the processing performed by one of the control unit 110 and the control unit 210 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0054] In the following, the configuration according to this embodiment will be described as being applied to a game that combines a roguelike game and a card game (in other words, a roguelike card game). Note that the configuration according to this embodiment can also be applied to games other than roguelike card games.

[0055] The flow of the game in this embodiment will be described with reference to examples of game screens shown in FIGS.

[0056] FIG. 3 is a diagram showing an example of a map screen 300 displaying a map 301. The user advances one square at a time through the map (in other words, a dungeon, a virtual space) 301 consisting of a plurality of squares 302, aiming to reach the innermost part of the map 301. In the map 301 shown in FIG. 3, the user advances from the square 302a at the bottom of the screen to the square 302b at the top of the screen. Various events are set in each square 302, and when the user stops on (in other words, when the user reaches) any square 302, an event corresponding to (in other words, set in) that square 302 is executed. The map 301 is made up of a plurality of stages, and the innermost part of the final stage is the innermost part of the map 301. When the user reaches the innermost part of the stage (specifically, when the user reaches the innermost square 302b and clears the event set in the innermost square 302b), the user can advance to the next stage. In the map screen 300 shown in FIG. 3, one stage is displayed, and when the user clears this stage, the next stage is displayed. When the final stage is cleared (specifically, when the player reaches the innermost square 302b of the final stage and clears the event corresponding to the innermost square 302b), the game is cleared (in other words, the dungeon is cleared). If the hit points of the player character reach "0" before clearing the final stage, the game is over.

[0057] Various events such as a battle event, a story event, a shop event, and a rest event are associated with each square 302. In other words, the squares 302 include a square 302c in which a battle event is set, a square 302d in which a story event is set, a square 302e in which a shop event is set, and a square 302f in which a rest event is set.

[0058] A battle event is an event in which a battle takes place against an enemy character. An example of a battle screen 310 displayed during a battle event is shown in Fig. 4. As will be described in detail later, the user makes full use of cards 311 owned by the user to battle against enemy characters.

[0059] In a battle event, the user uses a deck made up of a plurality of cards 311 to fight against an enemy character 312. Specifically, the user uses the cards 311 to make a player character 313 and an enemy character 312 fight each other.

[0060] The battle is performed in a turn-based manner, with the user's turn and the enemy's turn coming alternately. The user is dealt a number of cards 311 from a deck (in other words, a pile of cards) for each turn. The user can select and use the card 311 to be used from the dealt cards 311 (in other words, a hand). The user is given a predetermined number of usable points for each turn. A cost (in other words, consumption points) is set for each card, and when the card 311 is used, the cost set for the used card 311 is subtracted from the usable points. The used card 311 is discarded and cannot be used again until it becomes a hand. Then, the user can use a card 311 with a cost equal to or less than the remaining usable points in each turn. In other words, the user can use the card 311 in a turn for the amount of usable points. In other words, the usable points can be said to be the cost that can be used in each turn, and the user can use the card 311 within the range of the usable cost.

[0061] The cards 311 are divided into a plurality of types. In this embodiment, the types of cards include attack cards that inflict damage on the enemy character 312, defense cards that prevent attacks from the enemy character 312, and skill cards that generate advantageous effects for the user in battle, such as buffing the player character 313 or debuffing the enemy character 312. In this embodiment, the user uses a specific player character 313 to progress through the game (for example, to fight the enemy character 312, etc.), and each card 311 causes the specific player character 313 to attack or defend, or to use a skill (in other words, to buff the specific player character 313). However, for example, a card 311 on which a player character 313 is set may exist, and by using the card 311, the player character 313 set on the card 311 may be selected as the player character 313 to be used in battle.

[0062] By using cards, the user can have the player character 313 attack (e.g., attack by using an offensive card), have the player character 313 defend (e.g., defend by using a defensive card), or strengthen the player character 313 (e.g., strengthen by using a skill card) in order to progress through the battle.

[0063] At the start of play, a user is given a plurality of cards 311 to be used in battle (in other words, cards 311 that constitute the deck). As will be described later, the user can obtain cards 311 in various events, and the cards 311 obtained by the user are added to the deck.

[0064] In the game of this embodiment, when the game is cleared (in other words, the dungeon is cleared) or the game is over, a new map 301 is generated, and it is possible to challenge the map 301 from the beginning again. In other words, the game of this embodiment can be played repeatedly, and one play is from the start of exploration in the new map 301 to the end of the game being cleared or over. During one play, the user can obtain various objects such as the card 311 and use them in the game, but when one play ends, the obtained objects are lost. Also, during one play, the parameters of the user's player character 313 change (for example, the player character 313 is strengthened, such as increasing the maximum hit points), but when one play ends, the changed parameters are restored. In other words, when one play ends, the user will start the game again from the beginning in the next play. Note that in the game of this embodiment, when one play ends, the user loses all of the objects he or she has obtained, but it may be possible to start the next play with some of the objects (in other words, items) remaining. That is, in the game of this embodiment, when one play ends, the user loses all cards acquired in various events such as battle events, story events, and shop events.

[0065] The processing related to the progression of the game will now be described. The game progression unit 113 instructs the display control unit 114 to display a map screen 300, as shown in Figure 3, on the display unit 18. The display control unit 114 causes the display unit 18 to display the map screen 300 based on this instruction.

[0066] The game progression unit 113 automatically generates a new map 301 for each play. The type and order of each square 302 placed in the map 301 are determined randomly, but do not have to be completely random and may follow certain rules. For example, specific squares 302 such as the first square 302a and the last square 302b of each stage may be fixed to squares 302 in which a specific event (for example, a battle event) is set.

[0067] Furthermore, the game progression unit 113 generates an event set in the selected square 302 based on a user operation to select a specific square 302 from among the multiple squares 302 displayed on the map screen 300. At the start of each stage (in other words, at the start of play), the game progression unit 113 accepts an operation to select a specific square 302 from the multiple squares 302a at the bottom of the map 301, but does not accept selection of any other squares 302. Thereafter, the game progression unit 113 accepts an operation to select the square 302 next to the square 302 currently reached by the user, but does not accept selection of any other squares 302. In other words, the user must progress one square at a time on the map 301. Note that in the example shown in FIG. 3, the user can only select the next square 302 connected by a dashed line from the square 302 on which the user is currently located.

[0068] When a specific square 302 is selected, the game progression unit 113 causes an event set in the selected square 302 to occur. Specifically, the game progression unit 113 causes a screen related to the event set in the selected square 302 to be displayed on the display unit 18, and progresses the event based on the user's operation.

[0069] A case will be described where the event set in the selected square 302 is a battle event. In a battle event, the game progression unit 113 instructs the display control unit 114 to display a battle screen 310, as shown in Fig. 4, on the display unit 18. The display control unit 114 causes the display unit 18 to display the battle screen 310 based on the instruction.

[0070] On the battle screen 310, an image of a player character 313, an image of an enemy character 312, an image of a hand of cards, a display 315 showing the hit points of the player character 313, a display 316 showing the hit points of the enemy character 312, and a display 317 showing the available points are displayed. The image of each card 311 as a hand of cards includes a display 320 of the card name, a display 321 of the cost, and a display 322 showing the performance of the card (in other words, the effect generated by using the card).

[0071] The game progression unit 113 manages the user's turn and the enemy's turn in the battle event. In the user's turn, the game progression unit 113 generates an effect according to the performance of the selected card 311 based on the user's operation of selecting a card 311 to be used from the hand, and progresses the battle event. For example, if the selected card 311 is an offensive card, the game progression unit 113 reduces the hit points of the enemy character 312 by the amount of damage set for the selected card 311. Also, for example, if the selected card 311 is a defensive card, the game progression unit 113 grants the player character 313 an effect of reducing damage received by the player character 313 from an attack from the enemy character 312 in the enemy's turn. Then, the game progression unit 113 ends the user's turn based on the user's operation of ending the user's turn, and transitions to the enemy's turn. During the enemy's turn, the game progression unit 113 executes an attack from the enemy character 312 to the player character 313, and reduces the hit points of the player character 313 by the amount of damage set for the executed attack.

[0072] Then, when the hit points of the enemy character 312 reach "0" (in other words, when the user wins the battle event), the game progression unit 113 ends the battle event. Also, when the hit points of the player character 313 reach "0" (in other words, when the user is defeated in the battle event), the game progression unit 113 ends the current play as the game is over.

[0073] Next, a case will be described where the event set in the selected square 302 is a story event. In a story event, the game progression unit 113 instructs the display control unit 114 to display an event screen 330, as shown in Fig. 5, on the display unit 18. The display control unit 114 causes the display unit 18 to display the event screen 330 based on the instruction.

[0074] The event screen 330 displays a display related to a predetermined story. In this embodiment, a story event is an event in which a sentence 332 describing a story is displayed. In addition, in a story event, the game progression unit 113 presents options 331 related to actions in the story to the user, and progresses the event according to the option 331 selected by the user. In other words, the game progression unit 113 gives the user an advantage or disadvantage according to the option 331 selected by the user. Here, the advantage may be the acquisition of an object such as a card, the acquisition of in-game currency, an increase in a parameter of the player character 313 such as hit points (in other words, a parameter related to the user), etc. In addition, the disadvantage may be the loss of an object such as a card, the loss of in-game currency, a decrease in a parameter of the player character 313 such as hit points (in other words, a parameter related to the user), etc. 5, when the user selects the first option 331, the game progression unit 113 grants the user an advantage (specifically, a card 311), while granting a disadvantage that puts the user at a disadvantage in the subsequent game progress (specifically, a reduction in the hit points of the player character 313). On the other hand, when the user selects the second option 331, the game progression unit 113 grants the user neither an advantage nor a disadvantage.

[0075] Then, when the story of the story event progresses to the end, the game progression unit 113 ends the story event. Also, in a story event, the hit points of the player character may decrease, and when the hit points of the player character reach "0", the game progression unit 113 ends the current play as the game is over.

[0076] The shop event is an event in which the user can purchase objects such as cards 311 at a shop in the game, and the game progression unit 113 ends the shop event when the user performs an operation to leave the store. The rest event is an event in which the user can have the player character 313 take a rest and recover the hit points of the player character 313, and the game progression unit 113 ends the rest event when the hit points of the player character 313 are recovered.

[0077] When the event corresponding to the selected square 302 ends, the game progression unit 113 causes the map screen 300 to be displayed again on the display unit 18, and accepts an operation by the user to select the next square 302.

[0078] In the game of this embodiment, the user can acquire card 311 while playing. For example, the game progression unit 113 allows the user to acquire card 311 based on the user winning a battle event. Furthermore, the game progression unit 113 allows the user to acquire card 311 based on the user selecting a specific option in a story event. Furthermore, the game progression unit 113 allows the user to acquire card 311 purchased by the user in a shop event. In other words, a card-acquiring event, such as a battle event, a story event, or a shop event, is set in the square 302, and the game progression unit 113 allows the user to acquire card 311 based on the execution of the card-acquiring event.

[0079] The game progression unit 113 manages an available card list as a list of cards 311 that the user can acquire. The memory unit 120 stores the available card list. When a predetermined condition is met, the game progression unit 113 adds a specific card 311 to the available card list. In this embodiment, cards 311 generated by a generation process described below are added to the available card list. Note that in addition to cards 311 generated by the generation process, the available card list may also include cards 311 that are included by default (in other words, cards that are included in the initial state of the game).

[0080] The game progression unit 113 selects a card 311 to be acquired by the user in a card acquireable event from the cards 311 included in the acquireable card list. In other words, the cards 311 included in the acquireable card list can also be considered candidates for cards to be acquired by the user.

[0081] For example, the game progression unit 113 presents a plurality of cards 311 to the user in a card obtainable event, and grants the user the card 311 selected by the user. The game progression unit 113 selects the card 311 to be presented at this time from the cards 311 included in the obtainable card list. Specifically, for example, when the user wins a battle event, the game progression unit 113 displays a plurality of cards 311 from the cards 311 in the obtainable card list on the display unit 18, allows the user to select a card 311 to obtain from the plurality of cards, and grants the selected card 311 to the user. Also, for example, the game progression unit 113 selects a card 311 that is purchasable in a shop event (in other words, a card 311 to be displayed in a shop) from the obtainable card list, presents it to the user, and grants the user the card 311 that the user selected to purchase.

[0082] Note that, for example, the game progression unit 113 may present one card 311 from cards 311 included in the obtainable card list to the user in a card obtainable event, and when the user selects to obtain the card 311, grant the card 311 to the user. Specifically, for example, the game progression unit 113 may present to the user an option 331 related to an action in the story, which option 331 allows the user to obtain a specific card 311 included in the obtainable card list, in a story event, and when the option 331 is selected, grant the specific card 311 to the user. Note that which card 311 to obtain does not have to be presented to the user until the option is selected. In other words, the game progression unit 113 may not grant the card in accordance with the user's selection after presenting an obtainable card to the user in a card obtainable event. For example, when the user selects a specific option 331 related to an action in the story in a story event, the game progression unit 113 may automatically select a card to be granted to the user from cards included in the obtainable card list and grant the card to the user.

[0083] The game progression unit 113 grants a predetermined number of cards 311 to the user at the start of one play. The type of cards 311 granted to the user at this time may be fixed or may vary. The game progression unit 113 may also present candidates for cards 311 to be granted to the user at the start of one play, and grant the user the card 311 selected by the user. In other words, the user may be able to select cards 311 to be included in the deck at the start of one play. The game progression unit 113 may also grant cards 311 generated by a generation process and added to the obtainable card list to the user at the start of one play. In other words, the card obtainable event may include an event executed at the start of one play.

[0084] Furthermore, when one play ends, the game progression unit 113 causes all cards 311 acquired by the user in various events, such as battle events, story events, or shop events, to be lost. In other words, when one play of the game ends and the next play begins, the game progression unit 113 causes the next play to begin in a state in which at least some (e.g., all) of the cards 311 acquired by the user in the previous play have been lost. Meanwhile, the game progression unit 113 causes the next play to begin in a state in which the cards 311 added to the obtainable card list based on the previous play have been added to the obtainable card list. Note that the addition of cards 311 to the obtainable card list based on the previous play may be performed while the previous play is in progress, or may be performed between the end of the previous play and the start of the next play.

[0085] The game progression unit 113 may be capable of displaying a screen on the display unit 18 that enables the user to confirm the cards 311 included in the obtainable card list. In other words, the game progression unit 113 may display the obtainable card list on the display unit 18 based on a user operation or the like. With this configuration, the user can confirm the cards 311 that they can obtain during the game.

[0086] Furthermore, the obtainable card list may have an upper limit set on the number of cards 311 that can be included in the list. When the number of cards 311 included in the obtainable card list has reached the upper limit and a new card 311 is to be added to the obtainable card list, the game progression unit 113 may delete one card 311 included in the obtainable card list from the obtainable card list and add the new card 311. At this time, the game progression unit 113 may determine and delete the card 311 to be deleted from the obtainable card list based on a user operation, or may determine and delete the card 311 automatically (for example, randomly or according to a predetermined rule). For example, the game progression unit 113 may delete the cards 311 according to the order in which they were added to the obtainable card list (in other words, cards added to the list from the oldest). Furthermore, when the game progression unit 113 automatically determines (for example, randomly or according to a predetermined rule) the cards 311 to be deleted from the obtainable card list, the card 311 selected by the user to be excluded from deletion may not be selected as the card 311 to be deleted. That is, based on an operation by the user to select a specific card 311 from the obtainable card list, the game progression unit 113 may register the specific card 311 in the memory unit 120 as a card 311 to be excluded from deletion. When selecting a card 311 to be deleted from the obtainable card list, the game progression unit 113 may not select a card 311 registered as a card 311 to be excluded from deletion. Furthermore, the game progression unit 113 may request a fee from the user for registering a card to be excluded from deletion. That is, based on an operation by the user to select a specific card 311 from the obtainable card list, when registering the specific card 311 as a card 311 to be excluded from deletion, the game progression unit 113 may reduce the value owned by the user (e.g., electronic currency or an item, etc.) by the amount of the fee. Note that the process by the game progression unit 113 to determine and delete a card 311 to be deleted from the obtainable card list may be performed other than when adding a new card 311 when the number of cards 311 has reached the upper limit.For example, the game progression unit 113 may perform the processing based on the completion of one play, or may perform the processing in an event corresponding to a particular square 302 (for example, based on the user selecting a particular option 331 in a story event).

[0087] The basic method of progression of the game can be the same as that of conventional games. That is, the process related to dungeon exploration such as advancing one square at a time on a map, the process related to combat with enemy characters, the process related to the progression of various events, and the process related to the provision of objects such as cards can be the same as that of conventional games. That is, the basic method of progression, operation method, various processes, etc. of the game can be the same as that of conventional games (for example, conventional roguelike games and card games).

[0088] In this embodiment, the card 311 is generated using a predetermined generation AI (Artificial Intelligence). The generation AI used to generate the card 311 may be owned by the information processing system 1, or a generation AI provided by an external service may be used. The generation of the card 311 may be performed using an image generation AI that generates an image based on input information (e.g., text). The generation of the card 311 may also be performed using a generation AI that generates text based on input information (e.g., text).

[0089] The game progression unit 113 controls the generation of the card 311 using the generation AI. Specifically, the game progression unit 113 controls the generation of an image of the card 311 using the generation AI and the determination of the performance of the card 311 using the generation AI. The game progression unit 113 decides to execute the generation of the card 311 using the generation AI at a predetermined trigger. In this embodiment, the generation of the card 311 using the generation AI involves generating an image of the card 311 using the generation AI and determining the performance of the card 311 using the generation AI. In other words, when the game progression unit 113 decides to execute the generation of the card 311 using the generation AI, it starts the generation of an image of the card using the generation AI and the determination of the performance of the card using the generation AI.

[0090] In other words, based on a predetermined condition being satisfied in the game, the game progression unit 113 provides information on the user's past actions in the game (hereinafter referred to as "action-related information") to the generation AI to start a generation process of generating a card according to the user's past actions. The action-related information can also be said to be information on the user's actions in the game within a predetermined period of time. The predetermined period may be a period from a predetermined reference point in time until the predetermined condition is satisfied. The predetermined period may also be a period from the start to the end of one play. The predetermined period may also be a period spanning multiple plays. The predetermined period may also be a period from the user playing the game for the first time until the predetermined condition is satisfied.

[0091] The predetermined condition for executing (in other words, starting) the generation process may be, for example, the end of one play. Specifically, the predetermined condition may be satisfied by clearing the game (in other words, clearing the dungeon) or by the player character 313 being defeated (in other words, losing in battle). The predetermined condition may also be satisfied, for example, by reaching a specific square 302. In other words, an event for executing generation of a card is provided as an event corresponding to the specific square 302, and the predetermined condition for starting the generation process may be satisfied by the occurrence of the event.

[0092] In the following, the predetermined condition for executing the generation process is assumed to be the end of one play. Also, the behavior-related information is assumed to be information on the user's behavior in the game from the start to the end of one play. That is, the following describes an example in which, when a user finishes one play of a game, a card is generated based on information on the user's behavior in the game from the start to the end of the one play.

[0093] The behavior-related information given to the generation AI may be, for example, information on objects (e.g., items, specifically, cards, etc.) used by the user in the game, information on objects acquired by the user in the game, information on the route taken by the user (in other words, the squares 302 passed by), or information on the battles performed by the user. That is, the behavior-related information may include, for example, information indicating the type of card 311 used by the user, information indicating the number of times each card 311 has been used, etc. The behavior-related information may also include, for example, information indicating the type of card 311 acquired by the user, information indicating the number of times each card 311 has been acquired, etc. The behavior-related information may also include, for example, information indicating the type of square 302 passed by the user, information indicating the number of times each type of square 302 has been passed by, information indicating how far the user has reached on the map 301, etc. The behavior-related information may also include, for example, information on damage inflicted by the user on an enemy character (e.g., the total amount of damage, the maximum amount of damage, or the average amount of damage, etc.) and information on abnormal status inflicted by the user on an enemy character. Furthermore, the action-related information may include, for example, information indicating the number of enemy characters defeated by the user and information indicating the type of enemy characters defeated by the user.

[0094] In addition, the behavior-related information given to the generation AI may be a character string (in other words, a character string according to the user's behavior) that represents the characteristics (in other words, a tendency) of the user's behavior, derived based on the user's past behavior in the game. The character string may be derived by the game progression unit 113 without using the generation AI, or may be derived by using the generation AI. For example, when the control unit 210 causes the generation AI to generate various information described later, the control unit 210 may give the generation AI primary behavior-related information, cause the AI ​​to generate a character string that represents the characteristics of the user's behavior based on the behavior-related information, and then cause the AI ​​to generate various information based on the character string (in other words, secondary behavior-related information). Here, the generation AI that generates the various information and the generation AI that generates the character string may be the same generation AI, or may be different generation AIs. In other words, when the control unit 210 causes the generation AI to generate various information described later, the control unit 210 may give the generation AI primary behavior-related information, cause the AI ​​to summarize the behavior-related information, and then cause the AI ​​to generate various information based on the summary result (in other words, secondary behavior-related information). In addition, a "title" described later can be considered as an example of a character string representing the characteristics of the user's behavior (in other words, a summary result). In addition, the various information generated by the generation AI includes an image of the card 311, a proposal regarding the performance of the card 311, a title, a story, and a proposal for the card 311 to be strengthened, as described later. In addition, the character string representing the characteristics of the user's behavior may be one that represents the characteristics of the user's behavior using an in-game character, such as "a play style like angel character A" or "a play style like devil character B".

[0095] The card 311 according to the user's past behavior generated by the generation process may be a card 311 with a design according to the user's past behavior. In other words, the object generated by the generation process may be an object with an appearance according to the user's past behavior. In other words, the generation process may generate an image (specifically, an image of an object) according to the user's past behavior.

[0096] Furthermore, the card 311 generated by the generation process according to the user's past actions may be a card 311 with performance according to the user's past actions. In other words, the object generated by the generation process may be an object with performance according to the user's past actions. In other words, the generation process may determine the performance of the object according to the user's past actions.

[0097] In this embodiment, the generation process includes an image generation process that provides behavior-related information to a generation AI to cause the generation AI to generate an image of the card 311. The generation process also includes a performance determination process that provides behavior-related information to the generation AI to determine the performance of the card 311. In other words, in this embodiment, the image of the card and the performance of the card are determined using a generation AI. Also, in this embodiment, the generation of the image of the card and the determination of the performance of the card are each performed using different generation AIs. However, the generation of the image of the card and the determination of the performance of the card may be performed using the same generation AI.

[0098] The generation process may be executed by the control unit 110 of the terminal device 10, may be executed by the control unit 210 of the server 20, or may be executed by the control unit 110 and the control unit 210 in cooperation with each other. That is, in the following description, the generation process is executed by the generation unit 214 of the control unit 210, but the control unit 110 may have a part or the whole of the generation unit 214.

[0099] When a predetermined condition related to the execution of the generation process is satisfied (for example, when one play of the game by the user is completed), the game progression unit 113 sends a signal to the server 20 instructing the server 20 to generate a card 311. The generation unit 214 starts the generation process based on the signal. Note that the action-related information used in the generation process may be sent by the game progression unit 113 to the server 20 at the timing of sending the signal (in other words, when the predetermined condition is satisfied), or may be sent by the game progression unit 113 to the server 20 in advance prior to the timing and stored in the memory unit 220.

[0100] The generation unit 214 performs an image generation process of providing the behavior-related information to the generation AI and causing the generation AI to generate an image of the card 311. Specifically, the generation unit 214 transmits the behavior-related information to the generation AI and instructs the generation AI to generate an image of the card 311 based on the behavior-related information. For example, the generation unit 214 may transmit (in other words, input) a prompt including a predetermined character string as the behavior-related information and a character string instructing the generation AI to generate an image of the card 311 based on the behavior-related information to the generation AI, and cause the generation AI to generate an image of the card 311 according to the user's past behavior in the game. Note that, in this embodiment, the generation unit 214 first provides the behavior-related information to the first generation AI and causes the generation AI to generate a character string representing the characteristics of the user's behavior based on the behavior-related information (in other words, a character string corresponding to the user's behavior). Then, the generation unit 214 provides a character string representing the characteristics of the user's behavior generated by the first generation AI to a second generation AI different from the first generation AI, and causes the second generation AI to generate an image of the card 311 based on the character string.

[0101] The generation unit 214 also provides the behavior-related information to the generation AI and performs a performance determination process to determine the performance of the card 311 based on the behavior-related information. In this embodiment, the generation unit 214 provides the behavior-related information to the generation AI and causes it to extract an option to be adopted from a plurality of options related to the performance of the card that are prepared in advance, based on the behavior-related information. The plurality of options are stored in the storage unit 220, for example.

[0102] The generation AI extracts an option to be adopted from among multiple options related to the performance of the card based on the action-related information. Here, each option specifies the performance of the card. Specifically, each option may be related to the effect obtained by using the card 311, such as "Deal 8 damage with fire attribute to one enemy", "Deal 8 damage with water attribute to one enemy", "Deal 5 damage to all enemies", "Increase defense value by 6", "Increase agility by 2", "Draw 3 cards", etc. In addition, when the object generated by the generation process is a weapon or the like instead of the card 311, each option may be, for example, "No attribute sword, attack power 12", "Fire attribute sword, attack power 10", "Lightning attribute armor, defense power 8", etc.

[0103] The generation AI may extract one option to be adopted, or may extract multiple options. When extracting one option to be adopted, the performance of the extracted option is determined as the performance of the card 311 to be generated. When extracting multiple options to be adopted, the performance of one option selected from the multiple extracted options is determined as the performance of the card 311 to be generated. The selection of one option from the multiple extracted options may be such that one option is selected by lottery from the multiple extracted options, or such that the multiple extracted options are presented to a user and the user selects one option from the multiple extracted options.

[0104] Extraction of an option to be adopted by the generation AI may be performed, for example, as follows. For example, a plurality of groups each composed of a plurality of options related to card performance may be prepared in advance, and the generation AI may determine which group to adopt from the plurality of groups according to the behavior-related information. That is, the process of extracting an option to be adopted from the plurality of options related to card performance by the generation AI may be a process of selecting a group to be adopted from the plurality of groups. For example, when performing the generation process, the generation unit 214 transmits behavior-related information to the generation AI and transmits information about each of the plurality of groups to the generation AI, and instructs the generation AI to determine a group to be adopted from the plurality of groups based on the behavior-related information. For example, the generation unit 214 may transmit (in other words, input) to the generation AI a prompt including a predetermined character string as the behavior-related information, a character string explaining the characteristics of each of the plurality of groups, and a character string instructing to determine a specific group as a group to be adopted from the plurality of groups based on the behavior-related information, and cause the generation AI to select a group according to the user's past behavior in the game. In this case, the generation unit 214 determines the performance of an option selected by lottery or based on a user's selection operation from among multiple options included in the group selected by the generation AI, as the performance of the card 311 to be generated. In other words, the group can be rephrased as a table used in the lottery.

[0105] Furthermore, the generation AI may extract an option to be adopted, for example, as follows. For example, when performing a generation process, the generation unit 214 transmits behavior-related information to the generation AI, transmits information about each of a plurality of options to the generation AI, and instructs the generation AI to determine an option to be adopted from the plurality of options based on the behavior-related information (for example, to select a predetermined number of options to be adopted) (note that the predetermined number may be one or more). For example, the generation unit 214 may transmit (in other words, input) to the generation AI a prompt including a predetermined character string as behavior-related information, a character string explaining the performance of each of the plurality of options, and a character string instructing the generation AI to determine a specific option as an option to be adopted from the plurality of options based on the behavior-related information, to cause the generation AI to extract an option according to the user's past behavior in the game. Here, when the generation AI extracts one option, the generation unit 214 determines the performance of the option extracted by the generation AI as the performance of the card 311 to be generated. In addition, when the generation AI extracts multiple options, the generation unit 214 determines the performance of the option selected by lottery or based on the user's selection operation from the multiple options extracted by the generation AI as the performance of the card to be generated.

[0106] The generation unit 214 acquires information generated by the generation AI. Specifically, the generation unit 214 acquires an image of the card 311 generated by the generation AI. Furthermore, the generation unit 214 acquires information indicating the option to be adopted determined by the generation AI (including information indicating the group to be adopted). Then, the generation unit 214 generates a card 311 using the information generated by the generation AI. Specifically, the generation unit 214 generates a card 311 using an image generated by the generation AI, the card 311 having performance determined based on the selection by the generation AI of an option to be adopted from a plurality of options related to the card's performance. Furthermore, the game progression unit 113 adds the card 311 generated by the generation unit 214 to the obtainable card list. This allows the user to obtain the card 311 generated using the generation AI.

[0107] The image of the object generated by the generation AI may represent the whole object or a part of it. That is, for example, cards used in games are known that have a part with a pattern corresponding to the card and a frame part common to all cards, and the generation unit 214 may generate an image of the whole card 311 by having the generation AI generate an image of the pattern part (in other words, an image of a part of the object) and combining the generated image of the pattern part with an image of the frame part (in other words, an image of the other part of the object) prepared in advance. Similarly, for example, when an image of a weapon is generated using the generation AI, the generation unit 214 may generate an image of the whole weapon by having the generation AI generate an image related to a part of the weapon and combine the generated image with an image related to the other part of the weapon prepared in advance to generate an image of the whole weapon.

[0108] In addition, in this embodiment, the generation unit 214 makes the generation AI propose the performance of the card to be generated by extracting an option to be adopted from a plurality of options related to the performance of the card prepared in advance based on the behavior-related information. Then, the generation unit 214 generates the card 311 based on the proposal of the performance of the card to be generated by the generation AI. That is, in this embodiment, the generation unit 214 determines the performance of the card 311 to be generated by using the generation AI to determine which option to adopt from the options prepared in advance. However, the performance of the card 311 may be determined using the generation AI without preparing such options. That is, for example, the generation unit 214 may transmit the behavior-related information to the generation AI and instruct the generation AI to devise the performance of the card 311 suitable for the user based on the behavior-related information. Then, the generation unit 214 may generate the card 311 based on the performance of the card devised and proposed by the generation AI.

[0109] Here, a specific example of the generation process will be described. For example, the generation unit 214 provides the generation AI with information on the card 311 used by the user as the behavior-related information, and requests the generation AI to propose a performance that is compatible with (in other words, exhibits synergy with) the card 311 used by the user (in other words, the user's play style). Then, the generation unit 214 generates the card 311 based on the proposal of the generation AI. The information on the card 311 used by the user includes a character string or the like that represents the characteristics (in other words, tendencies) of the user's behavior, which is derived based on the card 311 used by the user. With this configuration, the user can obtain a card with performance that matches his / her play style. Specifically, for example, each card may be set with an attribute related to attack or defense, such as a fire attribute, a water attribute, a lightning attribute, a wind attribute, or an attributeless attribute. In this case, by providing the generation AI with behavior-related information indicating that the fire attribute card is used frequently, it is possible to have the generation AI propose a card that exhibits synergy with the fire attribute card. More specifically, for example, by dividing the aforementioned groups consisting of multiple options related to card performance into groups such as a group of cards that are compatible with fire attribute cards and a group of cards that are compatible with water attribute cards (in other words, by dividing into groups according to the user's play style), when the behavior-related information indicates that fire attribute cards are used frequently, it becomes possible to have the generation AI suggest the group of cards that are compatible with fire attribute cards as a group to be adopted. In other words, by dividing the aforementioned groups into groups according to play style, it becomes possible to have the generation AI suggest a group that is suitable for the user's play style.

[0110] Furthermore, the generation unit 214 provides the generation AI with information on the card 311 used by the user as behavior-related information, and requests the generation AI to generate an image of a new card 311 that corresponds to the card 311 used by the user (in other words, the user's play style). The generation unit 214 then generates the card 311 using the image generated by the generation AI. With this configuration, the user can obtain a card 311 whose appearance reflects his or her own play style.

[0111] Note that the action-related information provided to the generation AI when generating the image of the card 311 and the action-related information provided to the generation AI when determining the performance of the card may be the same or different.

[0112] Furthermore, the generation unit 214 may use either the image of the card 311 generated using the generation AI or the performance of the card 311 determined using the generation AI to generate the other. That is, for example, when the generation unit 214 causes the image generation AI to generate an image of the card 311, the generation unit 214 may provide the image generation AI with information on the performance of the card 311 determined using the generation AI to generate the image. Also, for example, when the generation unit 214 determines the performance of the card 311 using the generation AI, the generation unit 214 may provide the image of the card 311 generated using the image generation AI to the generation AI to determine the performance of the card.

[0113] In addition, the behavior-related information given to the generation AI in the generation process may be information such as a title given to the user according to the user's past actions in the game. For example, the game progression unit 113 gives the user a title according to the user's past actions based on the establishment of a predetermined condition. In addition, the user may be able to set the given title to the player character 313 used by the user. In other words, the game progression unit 113 may set and cancel the title for the player character 313 based on the user's operation. Then, in the generation process, the generation unit 214 may transmit the title set for the player character 313 to the generation AI as behavior-related information to generate an image of the card 311 and determine the performance. In this case, when the setting of the title set for the player character 313 is canceled, the title whose setting has been canceled is not transmitted to the generation AI as behavior-related information. In other words, the user may be able to select whether or not to use the given title in the generation of the card 311. Also, the user may not be able to select whether or not to use the assigned title in generating the card 311, and the assigned title may be automatically used in generating the card 311. Also, the assigned title may be displayed on the game screen so that the user can confirm it, or it may not be displayed on the game screen (in other words, it may not be presented to the user and may be used only for internal processing). An example of a title is shown in FIG. 6.

[0114] The game progression unit 113 may select a title to be granted based on the user's past actions in the game from among a plurality of titles prepared in advance, and grant the title to the user. The game progression unit 113 may grant the user a title generated by the generation unit 214 using a generation AI. In other words, the generation unit 214 may execute the generation of a title using a generation AI instead of or in addition to the generation of the card 311. The predetermined condition related to the execution of the generation of the title may be the same as or different from the predetermined condition related to the execution of the generation of the card 311. That is, for example, when one play of the game by the user ends, the generation unit 214 may generate a title using the generation AI based on information on the user's actions in the game from the start to the end of the one play. For example, the generation unit 214 transmits action-related information to the generation AI and instructs the generation AI to generate a title based on the action-related information. For example, the generation unit 214 may send (in other words, input) to the generation AI a prompt including a predetermined string as behavior-related information and a string instructing the AI ​​to generate a title based on the behavior-related information, and cause the AI ​​to generate a title according to the user's past behavior in the game.

[0115] The generation unit 214 may generate a story of a story event using the generation AI instead of or in addition to the card or title. Specifically, for example, the generation unit 214 may provide the action-related information to the generation AI and generate a story based on the action-related information. Here, the generation unit 214 may cause the generation AI to generate a sentence 332 describing the story to be displayed on the event screen 330 in the story event (see FIG. 5). The generation unit 214 may also cause the generation AI to generate an option 331 related to an action in the story to be used in the story event. The generation of the option 331 includes causing the generation AI to generate (in other words, devise or decide) a result that the user will obtain when the option 331 is selected (for example, a result of obtaining the card 311, a result of obtaining an amount of in-game currency, a result of the player character 313 receiving damage, etc.). In other words, the generation unit 214 may generate elements that constitute the story event using the generation AI.

[0116] For example, the generation unit 214 transmits behavior-related information to the generation AI, and instructs the generation AI to generate a story (specifically, in this game, a story of an event corresponding to a specific square 302) based on the behavior-related information. At this time, the generation unit 214 may instruct the generation AI to make the story include options selectable by the user. The game progression unit 113 causes an event of the story generated by the generation AI to occur based on the user reaching the square 302 where the story event occurs.

[0117] Note that the game progression unit 113 provides the action-related information to the generation AI to start a generation process (in other words, decides to execute the generation process) that generates a story according to the user's past actions at a predetermined timing (in other words, based on a predetermined condition being satisfied in the game), and the predetermined timing may be, for example, the following timing. That is, for example, the game progression unit 113 may start a generation process that generates a story of an event corresponding to a specific square 302 in the map 301 during the progress of one play. Specifically, for example, based on the user selecting the specific square 302 as the destination square 302, the game progression unit 113 may start generating a story of an event that occurs as a result of the selection. Alternatively, when clearing a stage and proceeding to the next stage, the game progression unit 113 may start generating a story of an event to be set in the square 302 located in the next stage. Also, for example, the game progression unit 113 may start generating a story of an event to be set in the square 302 located in the map 301 in the next play during the period from the end of one play to the start of the next play.

[0118] Note that the control unit 210 may use a generation AI to determine the object to be strengthened. For example, the game progression unit 113 generates a strengthening event in the game that strengthens cards 311 in the user's deck (in other words, objects owned by the user). The game progression unit 113 may generate a strengthening event, for example, at the start of one play, or may generate a strengthening event based on the user reaching a specific square 302 (in other words, as an event corresponding to the specific square 302). When executing a strengthening event, the game progression unit 113 causes the generation AI to extract an object to be strengthened.

[0119] For example, when executing a strengthening event, the game progression unit 113 transmits a signal to the server 20 instructing the server 20 to determine the card 311 to be strengthened. The control unit 210 starts extracting the card 311 to be strengthened based on the signal. Specifically, the control unit 210 transmits behavior-related information to the generation AI, transmits information about each of the multiple cards 311 included in the user's deck to the generation AI, and instructs the generation AI to select the card 311 to be strengthened from the multiple cards 311 based on the behavior-related information. In other words, the control unit 210 causes the generation AI to propose the card 311 to be strengthened. Here, the control unit 210 may instruct the generation AI to select one card 311 to be strengthened, or may instruct the generation AI to select multiple cards 311 to be strengthened. Then, the game progression unit 113 strengthens the card 311 to be strengthened selected by the generation AI in the strengthening event.

[0120] Note that when the generation AI selects multiple cards 311 to be strengthened, the game progression unit 113 may present the multiple cards selected by the generation AI to the user and strengthen the card selected by the user from among the presented cards. Also, the game progression unit 113 may strengthen all of the multiple cards selected by the generation AI.

[0121] Strengthening an object can also be said to be improving the performance of the object. For example, when strengthening the card 311 in a strengthening event, the game progression unit 113 may increase the amount of damage inflicted by an offensive card, increase the effect of reducing damage to a defensive card, or reduce the cost of the card 311.

[0122] Next, an example of a process for generating an object using a generation AI will be described with reference to FIG.

[0123] First, the game progression unit 113 decides to execute a generation process based on a predetermined condition being satisfied in the game (Step S101). Specifically, for example, the game progression unit 113 decides to generate a card 311 based on the completion of one play of the game.

[0124] Next, the game progression unit 113 instructs the generation unit 214 to start generation processing (Step S102).

[0125] Next, the generation unit 214 starts the generation process based on the instruction to start the generation process. Specifically, the generation unit 214 performs a performance determination process to determine the performance of the card 311 by providing information on the user's past actions in the game (in other words, action-related information) to the generation AI based on the instruction to start the generation process (step S103).

[0126] In addition, based on an instruction to start the generation process, the generation unit 214 performs an image generation process in which information regarding the user's past actions in the game (in other words, action-related information) is provided to the generation AI, and the generation AI generates an image of the card 311 (step S104).

[0127] Next, the generation unit 214 generates a card 311 based on the performance determined by the performance determination process and the image generated by the image generation process (step S105). In other words, the generation unit 214 generates a card 311 having the performance determined by the performance determination process and a picture generated by the image generation process.

[0128] Next, the game progression unit 113 adds the generated card 311 to the list of candidates for cards 311 that the user can acquire (Step S106). Specifically, the game progression unit 113 adds the card 311 generated by the generation unit 214 to the list of obtainable cards.

[0129] Furthermore, after adding the generated card 311 to the obtainable card list, the game progression unit 113 starts the next play based on an operation by the user to start the next play. Specifically, the game progression unit 113 generates a new map 301 and starts the user's attempt to conquer the map 301. Then, based on a predetermined condition related to the acquisition of the card 311 being satisfied during the progress of the play, the game progression unit 113 grants the user a specific card 311 from among candidates for the card 311 to be acquired by the user (in other words, the cards 311 included in the obtainable card list). Then, when a predetermined condition related to the execution of the generation process is satisfied, the process of step S101 is executed again. Specifically, when the game is cleared or the game is over and the play ends, the game progression unit 113 determines to execute the generation process again.

[0130] The behavior-related information used in the performance determination process and the image generation process may include information on the use by the user of the card 311 generated by the generation process. With this configuration, the use of the object generated in the previous generation process is reflected in the object generated in the subsequent generation process, and it is possible to realize a game property in which the generated object gradually evolves. Also, in a game in which, when one play ends and the next play starts, a predetermined object such as the card 311 acquired in the previous play is lost, as in the game of this embodiment, the next play starts with the list of obtainable objects carried over, thereby realizing a new game property not found in similar games.

[0131] Note that in this embodiment, the object generated by the generation process is added to candidates for objects to be acquired by the user, but the generated object may be directly granted to the user rather than being added to the candidates. That is, for example, when card 311 is generated by the generation process, the game progression unit 113 may grant the generated card 311 to the user at the time of generation. For example, based on a decision to grant card 311 to the user, the game progression unit 113 may start a generation process for generating card 311 to be granted, and grant the generated card 311 to the user.

[0132] The configuration according to this embodiment may be applied to any game including, for example, action games, shooting games, role-playing games, adventure games, card games, racing games, puzzle games, music games, and simulation games. The configuration according to this embodiment may also be applied to a game in which users can play against each other or cooperate with each other (in other words, a game in which multiplayer is possible). The object (card 311 in this embodiment) generated by the generation AI is not particularly limited, and may be, for example, an item equipped to a character such as a weapon, armor, or accessory, a consumable item consumed by use, or a character (for example, a character usable by a user or an enemy character), etc. Furthermore, the configuration according to this embodiment may be applied to services (in other words, applications) other than games.

[0133] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The present invention can also be applied to services other than games. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0134] <Additional Notes> The matters described in the above embodiment can also be described as follows.

[0135] (Appendix 1) Computer, A game progression means (e.g., a game progression unit 113) that controls the progress of the game; an acquisition means (e.g., a game progression unit 113) that allows a user to acquire a predetermined object that the user can use in a game; a control unit (e.g., a control unit 110) for controlling generation of the predetermined object; The control means, based on a fact that a predetermined condition is satisfied in the game, starts a generation process of providing information regarding the user's past actions in the game to a generation AI to generate the predetermined object according to the user's past actions. program. With this configuration, it is possible to realize a game feature in which new objects in the game are generated based on the player's actions. In addition, by generating objects using a generation AI, it is possible to create unique objects for each user, realizing a game feature that has never been seen before. Therefore, it is possible to improve the interest of the game.

[0136] (Appendix 2) The generation process includes a process of providing information on the user's past actions in the game to a generation AI and causing the generation AI to generate an image of the predetermined object. 2. The program described in Appendix 1. According to this configuration, the generated object can have a unique appearance for each user according to the user's actions in the game, thereby making the game more entertaining.

[0137] (Appendix 3) The generation process includes a process of providing information on the user's past actions in the game to a generation AI to determine the performance of the predetermined object. 2. The program described in Appendix 1. According to this configuration, the performance of the generated object can be varied according to the user's actions within the game, thereby making the game more entertaining.

[0138] (Appendix 4) The information on the user's past actions in the game that is provided to the generation AI includes information on the user's use of the predetermined object generated by the generation process. 4. The program according to any one of appendices 1 to 3. With this configuration, the use of an object generated in a previous generation process is reflected in an object generated in a subsequent generation process, making it possible to realize a game-like feature in which a new object is generated by using a previously generated object.

[0139] (Appendix 5) Computer, causing the generated predetermined object to function as an adding means (e.g., the game progression unit 113) for adding the generated predetermined object to candidates for objects to be acquired by the user; The game progression means is capable of starting a next play in a state where the predetermined object acquired in the previous play has been lost and the candidates still include the predetermined object added based on the previous play, when one play of the game ends and the next play is started. 4. The program according to any one of appendices 1 to 3. With this configuration, in a game in which, when one play ends and the next play begins, a specific object acquired in the previous play is lost, the next play can be started with candidate objects that can be acquired reflecting the previous play, making it possible to realize unprecedented gameplay.

[0140] In addition, the problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, a system, a method, a medium, etc. [Explanation of symbols]

[0141] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Generation unit, 220 Storage unit

Claims

1. Computer, A game progress means for controlling the progress of the game; an acquisition means for allowing a user to acquire a predetermined object that the user can use in a game; A control means for controlling generation of the predetermined object; adding the generated predetermined object to candidates of objects to be acquired by the user; the control means, when a predetermined condition is satisfied in the game, starts a generation process of generating the predetermined object according to the user's past actions by providing a character string corresponding to characteristics of the user's actions derived based on the user's past actions in the game to a generation AI; The generation process includes a process of providing the character string to a generation AI to generate an image of the predetermined object, The game progression means is capable of starting a next play in a state where the predetermined object acquired in the previous play has been lost and the candidates still include the predetermined object added based on the previous play, when one play of the game ends and the next play is started. program.

2. A computer, A game progress means for controlling the progress of the game; an acquisition means for allowing a user to acquire a predetermined object that the user can use in a game; A control means for controlling generation of the predetermined object; adding the generated predetermined object to candidates of objects to be acquired by the user; the control means, when a predetermined condition is satisfied in the game, starts a generation process of generating the predetermined object according to the user's past actions by providing a character string corresponding to characteristics of the user's actions derived based on the user's past actions in the game to a generation AI; The generation process includes a process of providing the character string to a generation AI and having the generation AI extract options related to the performance of the specified object, or a process of providing the character string to a generation AI and having the generation AI devise the performance of the specified object, The game progression means is capable of starting a next play in a state where the predetermined object acquired in the previous play has been lost and the candidates still include the predetermined object added based on the previous play, when one play of the game ends and the next play is started. program.

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