Simulation system, simulation method, and simulation program
Patent Information
- Application Number
- JP2021095475
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-07
- Publication Date
- 2025-03-14
- Estimated Expiration
- 2041-06-07
AI Technical Summary
【0007】 本発明に係るシミュレーションシステム、シミュレーション方法、及びシミュレーションプログラムによれば、仮想空間内においてキャラクタを動作させる場合に、ユーザがキャラクタの動作の変化を想定して楽しむことができ、複数のユーザによる同時プレイ可能なシミュレーションシステム、シミュレーション方法、及びシミュレーションプログラムを提供できる。
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Abstract
Description
[Technical field]
[0001] The present invention relates to a simulation system, a simulation method, and a simulation program, and more particularly to a simulation system, a simulation method, and a simulation program in which characters owned by each of a plurality of users operate in a virtual space. [Background technology]
[0002] Conventionally, there has been known a game system that includes at least an operating means, a computing means, and a storage means, and that progresses a game by the computing means performing computations based on information input by a game player from the operating means and game programs and data stored in the storage means, in which the computing means progresses in parallel a role-playing game in which the game player instructs the actions of a character assigned to the game player to execute a scenario, and a simulation game in which the game player arbitrarily edits the game to create the game player's own world, and that associates these two games (see, for example, Patent Document 1). According to the game system described in Patent Document 1, by providing the game player's own world in the world of the role-playing game, even a game player who has experienced many role-playing games can enjoy the game without getting bored. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2001-079269 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the game system described in Patent Document 1, although a user can set the behavior of a character, the character behaves faithfully according to the user's setting, and since there is no limit to the range of movement, it is difficult to make the character's behavior unexpected. Furthermore, in the game system described in Patent Document 1, no consideration is given at all to multiple users setting the behavior of their respective characters and users cooperating or competing with each other in the game.
[0005] Therefore, an object of the present invention is to provide a simulation system, a simulation method, and a simulation program that allow a user to enjoy imagining changes in a character's movements when moving the character within a virtual space, and that can be played simultaneously by multiple users. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention provides a character setting unit which can be placed in a virtual space constituted by a plurality of virtual unit spaces, which can set one or more commands for each of characters corresponding to each of a plurality of users, and which sets an execution order of the commands when a plurality of commands are set, and an action control unit which causes the characters to operate in the virtual space based on the commands and execution order set for the characters, wherein the command setting unit can set commands and execution orders for each of one or more characters based on instructions from each of the users corresponding to each character, and the action control unit receives instructions from a first user and controls a first character corresponding to the first user to execute the command in accordance with the first command regardless of instructions from a second user. ofA simulation system is provided in which a character is operated within a virtual space based on commands and execution order set for the character, a second character associated with the second user is operated within the virtual space based on commands and execution order set for the second character in response to instructions from a second user regardless of instructions from a first user, an operation control unit stops the operation of the character owned by the user that is operating within the virtual space based on a stop instruction from the user, and a command setting unit accepts settings of new commands and execution order in place of the commands and execution order set for the stopped character. Effect of the Invention
[0007] According to the simulation system, simulation method, and simulation program of the present invention, when moving a character within a virtual space, a user can enjoy imagining changes in the character's movements, and a simulation system, simulation method, and simulation program that can be played simultaneously by multiple users can be provided. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a schematic diagram of a simulation system according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a schematic diagram of a simulation system according to an embodiment of the present invention. [Diagram 3] FIG. 1 is a schematic diagram of a simulation system according to an embodiment of the present invention. [Figure 4] FIG. 1 is a schematic diagram of a simulation system according to an embodiment of the present invention. [Diagram 5] FIG. 2 is a functional configuration block diagram of the simulation system according to the present embodiment. [Figure 6] 4 is a data configuration diagram of each storage section of the storage unit according to the embodiment. FIG. [Figure 7] FIG. 11 is a diagram showing a process flow when the process of the simulation system according to the present embodiment is a real-time system. [Figure 8] FIG. 11 is a diagram showing a flow of processing in a turn-based process of the simulation system according to the present embodiment. [Figure 9] FIG. 2 is a flow diagram of a process in the simulation system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment Mode] <Outline of Simulation System 1> The simulation system 1 according to the present embodiment can be configured to include, as an example, an information terminal of each of a plurality of users and a server that executes a predetermined process of the simulation. The information terminal and the server are connected to be able to communicate bidirectionally via a communication network. The communication network is a communication network such as a mobile phone network and / or the Internet. The communication network can also include a communication network such as a wired LAN and a wireless LAN. Furthermore, the simulation system 1 may be a server-client type simulation system. In the following description, as an example, an example will be described in which the simulation system 1 includes an information terminal of each of a plurality of users and a server that executes a predetermined process of the simulation.
[0010] The simulation system 1 places characters and / or objects owned by each of a plurality of users in a virtual space (field), and sets, for each of the characters owned by each user, one or more requests that the user wants to execute in the virtual space and an execution order of the requests. Then, the simulation system 1, triggered by an instruction to execute a request for each of the characters owned by each user, makes the characters execute the requests in the virtual space according to the execution order. That is, when one user has one character and another user has another character, the simulation system 1 makes the one user set a request and an execution order for the one character, and the other user sets a request and an execution order for the other character. Then, when one user instructs one character to execute a request, the simulation system 1 makes the one character execute the request in the execution order in the virtual space regardless of the instruction of the other user (i.e., independently), and when another user instructs another character to execute a request, makes the other character execute the request in the execution order in the same virtual space as the virtual space in which the one character exists, regardless of the instruction of the one user (i.e., independently).
[0011] In this case, when one user gives an instruction to execute a request, the simulation system 1 outputs the movement of one character and / or object on the display unit, etc. of the information terminal of the one user, and after another user gives an instruction to execute the request, the simulation system 1 also outputs the movement of the other character and / or object on the display unit, etc. The same applies to the information terminals of the other users.
[0012] Furthermore, the simulation system 1 divides the virtual space into a number of areas, and assigns (i.e., associates) each area with a number of users. Each of the multiple areas is an area (operable area) in which the user associated with the area can operate the character and / or object owned by the user. For example, when an area is assigned to a user, the area is prohibited from being assigned to another user. In the simulation system 1, each user places one or more characters in the area assigned to him / her, and sets requests and the order in which the requests are to be performed for each character. Predetermined objects can also be placed in the areas.
[0013] In the simulation system 1, a user can place his / her own character and / or object only in one area (own area), and is prohibited from placing them in other areas. In other words, when a character is initially placed in an area in the simulation system 1, only one character owned by the user can be placed in an area assigned to the user, and placing the character in other areas assigned to other users is prohibited. The simulation system 1 also allows objects owned by the user to be placed in one area, but prohibits them from being placed in other areas. However, the simulation system 1 may permit the user to add or reset commands to the character after a character placed in an area moves from the area into another area based on the user's command.
[0014] Furthermore, in the case where each character operates in the virtual space and one character (first character) and another character (second character) or a predetermined object, etc. are present at the same position, the simulation system 1 causes the first character and / or the second character to execute a predetermined action together with or in preference to the set request, based on a combination of the features of the first character and the features of the second character or the features of the predetermined object, etc., and / or a request, etc., executed by the first character and / or the second character before being present at the position. Note that the user having the first character and the user having the second character, and the user having the first character and the user having the object may be the same or different.
[0015] Furthermore, the simulation system 1 configures the virtual space with a plurality of virtual unit spaces. Each virtual unit space can be associated with a unique characteristic. When a character acts in a virtual space, the simulation system 1 can cause the character to perform a predetermined action together with or in preference to a set request, based on a combination of the character's characteristics and the characteristics of the virtual unit space in which the character exists, and / or a request performed by the character before the character exists at the position.
[0016] 1 to 4 show an example of a simulation system according to the present embodiment and an outline of its operation.
[0017] Specifically, the simulation system 1 is a system that causes characters owned by each of the multiple users to execute a predetermined action in the same virtual space based on requests (hereinafter referred to as "commands") and the execution order of the commands set by each of the multiple users. That is, in the simulation system 1, each of the multiple users has one or more characters. Then, the simulation system 1 accepts an instruction from one user and sets an instruction and an execution order of the instructions for one character owned by the one user. Also, the simulation system 1 accepts an instruction from another user and sets an instruction and an execution order of the instructions for another character owned by the other user. When the simulation system 1 accepts an instruction to execute a command from one user, it causes one character to execute the command in accordance with the execution order regardless of the instruction from the other user, and when the simulation system 1 accepts an instruction to execute a command from the other user, it causes the other character to execute the command in accordance with the execution order regardless of the instruction from the one user.
[0018] (About Virtual Space 100) In this embodiment, the virtual space is configured by connecting a plurality of constituent units (hereinafter, referred to as "virtual unit spaces"). As an example, as shown in FIG. 1(a), the virtual space 100 is configured by a collection of a plurality of virtual unit spaces 110. Although the boundary line of the virtual unit space 110 is shown in FIG. 1(a), when the virtual space 100 is displayed on a display unit of an information terminal or the like, the boundary line does not need to be displayed. FIG. 1(a) shows an example in which a plurality of cubic virtual unit spaces 110 (i.e., virtual three-dimensional masses) are collected to configure the cubic virtual space 100 (as an example, an example in which the virtual space 100 is configured by a collection of 5×5×5 virtual unit spaces is shown, but the size of the collection is not limited to this. For example, the virtual space may be a collection of m×n×o virtual unit spaces. However, m, n, and o are the same or different positive integers.). The shape of the virtual space 100 is not limited to a cube shape, and may be any shape as long as it is a collection of a plurality of virtual unit spaces 110. By configuring the virtual space 100 with the virtual unit space 110 in this manner, it becomes possible to specify the movement of a character between virtual three-dimensional masses (i.e., the movement can be specified in units of the virtual unit space 110) and to specify a specific action of the character within the three-dimensional mass, thereby providing a simulation system 1 that is easy to operate despite having a high degree of freedom in the movement and actions of the character.
[0019] The shape of the virtual unit space 110 is not particularly limited. However, from the viewpoint of ensuring ease of configuration of the virtual space 100, it is preferable that the virtual unit space 110 is configured to have, for example, a cubic shape. A plurality of virtual spaces 100 may be connected. The virtual unit space 110 may be configured to have other shapes, such as a rectangular parallelepiped shape or a sphere. The virtual unit space 110 may be formed by connecting a plurality of virtual unit spaces of the same or different shapes, treating the connected parts (joint parts) as non-existent, and treating the connected plurality of virtual unit spaces as one virtual unit space. In this embodiment, an example will be described in which the virtual unit space 110 is cubic and the virtual space 100 is also cubic.
[0020] (About the area) In the simulation system 1, the virtual space 100 is configured to have a plurality of areas. Furthermore, each area is configured to include a plurality of virtual unit spaces 110. For example, as shown in FIG. 1(b), the virtual space 100 is configured to have areas 101, 101a, 101b, and 101c. Note that FIG. 1(b) shows a plan view of the virtual space 100 for the sake of simplicity of explanation. Furthermore, in the example of FIG. 1(b), the virtual space 100 is configured to have four areas, but the number of areas is not limited to four as long as there are multiple areas. Furthermore, the shape and size of the areas can be freely set.
[0021] Here, in the simulation system 1, one area is associated with one user. For example, the area 101 is associated with the first user, the area 101a is associated with the second user, the area 101b is associated with the third user, and the area 101c is associated with the fourth user. The virtual space 100 may have an area (neutral area) to which no user is associated. That is, the area 101 may be associated with the first user, the area 101b may be associated with the second user, while the areas 101a and 101c may not be associated with any user. In addition, a team consisting of multiple users may be set, and the team may be associated with the area. In this case, one area is associated with multiple users of the same team.
[0022] (Regarding the placement of characters and / or objects in the area) The simulation system 1 places a predetermined character in a predetermined area of the virtual space 100 in response to an instruction from each of a plurality of users or in advance. For example, it is assumed that the area 101 is associated with a first user, and the area 101b is associated with a second user. In this case, the simulation system 1 limits the placement of the character 50, which is owned by the first user and for which an instruction and an execution order of the instruction have not yet been set, in the virtual space 100 to within the area 101. As an example, the simulation system 1 places the character 50 in the virtual unit space 110a in the area 101 based on an instruction from the first user, as shown in FIG. 1(b). On the other hand, the simulation system 1 prohibits the placement of the character 50 by the first user in the virtual unit space of the other areas except the area 101. Similarly, the simulation system 1 limits the placement of the character 52, which is owned by the second user and for which an instruction and an execution order of the instruction have not yet been set, in the virtual space to within the area 101b. Then, based on an instruction from the second user, the simulation system 1 places the character 52 in the virtual unit space 110b in the area 101b, and prohibits the second user from placing the character 52 in the virtual unit spaces of areas other than the area 101b.
[0023] That is, in simulation system 1, when a user first places a character and / or object in an area (hereinafter, the position where the character and / or object is first placed in an area, that is, the position where the character and / or object first starts to move in virtual space 100, is referred to as the "movement start position"), the user can place the character and / or object that the user owns in his / her own area, but cannot place the character and / or object in another person's area. In other words, the movement start position of the character and object is limited to within the area associated with the user who owns the character and object.
[0024] When a team consisting of multiple users is set, each of the multiple users belonging to the team can place their own characters and / or objects in an area associated with the team. However, even if they are on the same team, the operation of a character and / or object owned by one user by another user of the same team may be prohibited. Here, for example, when multiple teams having one or more users are set, the simulation system 1 can set a predetermined restriction on the placement of characters and objects owned by each user. For example, when two teams are set, a team (ally team) including users A and B and a team (enemy team) including other users, conditions may be set for the initial placement of characters and objects (i.e., operation start position) as follows. In this case, the areas include an area for user A (own area), an area for user B (ally area), and an area for the enemy team (enemy area). (i) User A can set the action start positions of characters and objects associated with User A within his / her own area. (ii) User A can set the action start position of the character associated with User A within the friendly area, but can only set the action start position of the object within the user's own area. Or, User A can set the action start position of the object associated with User A within the friendly area, but can only set the action start position of the character within the user's own area. (iii) User A cannot set the action start position of the character and object associated with User A within the enemy area. The above conditions (i) to (iii) also apply to user B and other users.
[0025] In addition, some of the multiple areas may be set as areas having the following characteristics. (a) An area where any user may initially place their character and / or object. (b) An area in which no user may place his or her characters and / or objects. (c) An area that is associated with a user who has the earliest-reaching character among a plurality of users' characters. After being associated with the user who has the earliest-reaching character, only the character of that user can be placed in that area. (d) An area in which the user associated with the area changes at a predetermined time interval, for example, the user associated with the area is switched from one user to another every minute. (e) An area that is associated with a user who satisfies a predetermined condition, for example, the use of a predetermined item. (f) When a goal to be achieved is set for each user, an area in which the degree of achievement of each user's goal is referenced and the user with the lowest degree of achievement is associated with the user.
[0026] (Regarding setting of commands and the order in which they are executed) Then, when the first user sets one or more commands and an execution order of the commands for the character 50 and receives an instruction to execute the commands from the first user, the simulation system 1 moves the character 50 in the virtual space 100 based on the commands and the execution order of the commands. Here, the movement of the character 50 of the first user is executed regardless of the command and the execution order of the commands set by the second user, and the instruction to execute the commands. Similarly, the simulation system 1 moves the character 52 based on the command and the execution order of the commands set by the second user, based on the instruction from the second user. The movement of the character 52 of the second user is also executed, like the character 50, regardless of the command and the execution order of the commands set by the first user, and the instruction to execute the commands.
[0027] Here, when a character moves from an area associated with a user having the character to an area not associated with the user by executing an instruction, the simulation system 1 can add and / or change an instruction and an execution order of the instructions for the character. For example, when a character 50 of a first user moves from area 101 to area 101a by executing an instruction, area 101a is not associated with the first user. However, the simulation system 1 can enable setting of an instruction for the character 50 in area 101a (for example, changing or stopping an already set instruction, and / or adding a new instruction) based on an instruction from the first user. Specifically, the simulation system 1 limits the action start position of the character and the object to within an area associated with the user having the character and the object, while not limiting the setting of an instruction for the character and / or object to within the area. In other words, the simulation system 1 can enable setting of an instruction and an execution order of the instructions for the character and the object, as long as the character and the object are associated with the user, regardless of where the character and the object are located in the virtual space 100.
[0028] Furthermore, when the positional relationship between characters 50 and 52 in virtual space 100 satisfies a predetermined relationship (for example, when they are located in the same virtual unit space), simulation system 1 prioritizes the commands set for characters 50 and 52 and causes at least one of characters 50 and 52 to execute a predetermined action. This causes at least one of characters 50 and 52 to perform an unexpected action (i.e., an action not included in the set command), making the simulation more interesting due to the unexpectedness of the action.
[0029] (About the goals set for users) The simulation system 1 may set a goal to be achieved for each user. Each user can enjoy aiming to achieve the set goal by arranging his / her own character and / or object in his / her own area, setting commands and execution order of the commands for the character, and having the character execute the commands. For example, if a goal is set for one character of one user to reach a predetermined location (goal point) in another area of another user, the one user arranges the one character in his / her own area, and sets one or more commands and execution order of the commands for the one character, aiming for the one character to reach the goal point. On the other hand, the other user can predict the path of the one character to the goal point and obstruct the one user's achievement of the goal by placing an object that obstructs the movement of the one character in the other area, or by placing another character in the other area with commands and execution order of the commands that obstruct the movement of the one character to the goal point set.
[0030] (Examples of arrangement, commands and execution order of commands) An example of the arrangement of characters and objects, and the setting of commands for characters and the execution sequence of the commands will be described with reference to Figs. 2 to 4. Figs. 2 to 4 show an example in which a first user and a second user use the simulation system 1, in which the first user is associated with the area 101 and the second user is associated with the area 101a. In Fig. 2, the virtual space 100 is configured with the area 101 and the area 101a adjacent to the area 101, the area 101 is a non-shaded area, and the area 101a is a shaded area. In Fig. 2, an example in which a plurality of characters and objects are arranged in the virtual space 100 is shown, but the number of characters and / or objects arranged in the virtual space 100 may be one or more.
[0031] In addition, in order to simplify the explanation, only the bottom surface of each virtual unit space is shown in Fig. 2(b) (thus, only the bottom surface of the virtual space 100 is shown in Fig. 2(b)). Therefore, the simulation system 1 can place characters and objects not only on the bottom surface of the virtual space 100, but also in a virtual unit space (not shown) above the bottom surface.
[0032] First, the first user selects a character to be placed in area 101 from among the characters and / or objects owned by the first user. For example, the simulation system 1 displays the characters and objects owned by the first user on the information terminal of the first user (see the upper diagram of FIG. 2(a)), and selects a character based on the first user's selection. As an example, the information terminal of the first user displays character 54, character 56, object 60, etc. owned by the first user. In the example of FIG. 2, it is assumed that the first user selects character 54.
[0033] Then, the simulation system 1 places the character 54 in the virtual unit space 111 of the area 101 specified by the first user. Next, the simulation system 1 displays various commands to be set for the character on the information terminal of the first user (see the lower diagram of FIG. 2(a)). As an example, a command C1 specifying "advance", a command C2 specifying "turn", a command C3 specifying "jump", etc. are displayed on the information terminal of the first user. The simulation system 1 sets one or more commands and an execution sequence of the commands to the character 54 based on the command of the first user. On the other hand, the simulation system 1 similarly places the character 56 owned by the second user in the virtual unit space 111i based on the command of the second user, and sets commands and an execution sequence of the commands for the character 56.
[0034] Here, a character is a character that can appear in the simulation system 1, can be placed in the virtual space 100, and can set commands for the character's actions in the virtual space 100 by the user. An object is an object that can be placed in a predetermined virtual unit space 110 that constitutes the virtual space 100 according to a user's instruction, and represents an object that can or cannot be interfered with by a character. In addition, the virtual unit space 110 may be set with characteristics such as the terrain and weather of the virtual unit space. Note that the objects also include characters that do not actually move in the virtual space 100, derived objects that are objects associated with the actions of the character, and objects (environmental objects) that are unique to the environment associated with the terrain, weather, etc. of the virtual unit space 110.
[0035] Furthermore, interference means that when a character exists in the same or nearby virtual unit space as another character and / or object different from the character, and / or when the character exists in a predetermined virtual unit space or a virtual unit space nearby the predetermined virtual unit space, the character exerts a predetermined influence on the other character and / or object, and / or the character may exert a predetermined influence on a predetermined virtual unit space. Various influences can be given as the predetermined influence. For example, various influences can be set, such as an influence of pushing a character into another virtual unit space, an influence of destroying an object in the same virtual unit space, and an influence of changing the situation of the virtual unit space.
[0036] 2(b), for example, a first user sets an instruction for the character 54, and a second user sets an instruction for the character 56. As an example, the simulation system 1 assigns various instructions, such as an instruction C1 ("advance" instruction), an instruction C2 ("turn" instruction), and / or an instruction C3 ("jump" instruction), in an appropriate combination to the character 54, so that the character 54 travels from the virtual unit space 111 to the virtual unit space 111b via the virtual unit space 111a, changes direction in the virtual unit space 111b, advances to the virtual unit space 111c, the virtual unit space 111d, the virtual unit space 111e, and the virtual unit space 111f, changes direction again in the virtual unit space 111f, and arrives at the virtual unit space 111h via the virtual unit space 111g, and sets the execution order of each instruction, based on an instruction from the first user. In FIG. 2(b), if the direction from virtual unit space 111 to virtual unit space 111a is defined as "forward," then character 54 moves forward two squares, turns left in virtual unit space 111b and moves forward four squares, and turns right in virtual unit space 111f and moves forward two squares.
[0037] Similarly, the simulation system 1 sets commands and the execution sequence of the commands for the character 56 based on the instruction of the second user. In the case of the character 56, the command and the execution sequence of the commands are set so that the character 56 proceeds from the virtual unit space 111i to the virtual unit space 111k via the virtual unit space 111j, turns left in the virtual unit space 111k, moves to the virtual unit space 111l, turns right in the virtual unit space 111l, and proceeds to reach the virtual unit space 111h. Meanwhile, the simulation system 1 places the object 60 in the virtual unit space 111m based on the instruction of the first user. Then, the simulation system receives an instruction to execute a command from the first user, causes the character 54 to execute the command, and receives an instruction to execute a command from the second user, causes the character 56 to execute the command.
[0038] Here, the simulation system 1 can output the command set by the user and the execution sequence of the command in a manner that is perceptible to the user. For example, the simulation system 1 can be executed in an information terminal, and can display the command set by the user and the execution sequence on the display unit of the information terminal together with or separately from the virtual space 100. For example, the command contents and the execution sequence are displayed as command 300 using text as shown in FIG. 2(c). In the example of FIG. 2(c), a part of the command contents set for the character 54 of the first user is displayed. The simulation system 1 displays on the information terminal of the first user, for example, the command 300 including the content of repeating the "advance" command twice, executing the "turn" command in a predetermined direction, and then repeating the "advance" command four times, set for the character 54. Similarly, the simulation system 1 displays on the information terminal of the second user the command set for the character 56 by the second user and the execution sequence of the command. Then, the simulation system 1 executes the commands set by each user in the execution sequence set by each user, thereby moving each character in the virtual space 100.
[0039] In addition, in the simulation system 1, actions to be performed within the virtual unit space in which the character exists (for example, performing a technique, jumping on the spot, etc.) may be made possible in response to instructions from the user even while the simulation system 1 is executing the character's action.
[0040] (Example of interference between character 54 and character 54a) For example, as shown in FIG. 3(a), a command (first command) to "jump" from the virtual unit space 111g to the virtual unit space 111h is set for the character 54 of the first user, and a command (second command) to "progress" from the virtual unit space 111l to the virtual unit space 111h is set for the character 54a of the second user. When the first command is executed by the instruction of the first user, the character 54 jumps from the virtual unit space 111g to reach the virtual unit space 111h, and when the second command is executed by the instruction of the second user, the character 54a advances from the virtual unit space 111l to reach the virtual unit space 111h. Then, the character 54 and the character 54a are present in the same virtual unit space 111h. In this case, the simulation system 1 controls the action of the character 54 in the virtual unit space 111h based on a combination of the characteristics of the character 54 and the characteristics of the character 54a, and the command immediately before the character 54 reaches the virtual unit space 111h. In other words, the simulation system 1 controls the actions of the character 54 based on predetermined conditions, regardless of (or taking precedence over) the settings of the user.
[0041] For example, the simulation system 1 is set in advance to execute an action of placing the first character on the other characters present in the virtual unit space when multiple characters present in the same virtual unit space are the same type of characters and one character reaches the virtual unit space by "jumping" from a virtual unit space adjacent to the virtual unit space. Characters 54 and 54a are the same type of characters, and character 54 executes a command to jump just before reaching virtual unit space 111h. Therefore, as shown in FIG. 3(a), the simulation system 1 operates character 54 so that character 54 is placed on character 54a. Note that the simulation system 1 can also be set in advance to execute an action of placing the first character on the spot (in a virtual unit space adjacent to the virtual unit space in which the other characters exist) by colliding with the other characters present in the virtual unit space when multiple characters present in the same virtual unit space are the same type of characters and one character reaches the virtual unit space by "advancing" from a virtual unit space adjacent to the virtual unit space, or an action of bouncing both the first character and the other characters in opposite directions.
[0042] (Example of interference between character 54b and character 54c) Also, for example, as shown in FIG. 3(b), assume that a "progress" command (first command) is set for the character 54b of the first user from the virtual unit space 111g to the virtual unit space 111h, and a "progress" command (second command) is set for the character 54c of the second user from the virtual unit space 111l to the virtual unit space 111h. When the first command is executed by the instruction of the first user, the character 54b moves from the virtual unit space 111g to reach the virtual unit space 111h, and when the second command is executed by the instruction of the second user, the character 54c moves from the virtual unit space 111l to reach the virtual unit space 111h. Then, the characters 54b and 54c are present in the same virtual unit space 111h. In this case, the simulation system 1 controls the action of the character 54b in the virtual unit space 111h based on a combination of the characteristics of the character 54b and the characteristics of the character 54c, and on the basis of the command immediately before the character 54b reaches the virtual unit space 111h. Here, it is assumed that the type of character 54b and the type of character 54c are the same, but the size of character 54b is smaller than the size of character 54c.
[0043] For example, the simulation system 1 pre-sets that, for multiple characters existing in the same virtual unit space, if the types of the characters are the same and the size of one character arriving at the virtual unit space is smaller than the size of the other characters existing in the virtual unit space, the one character will collide with the other characters existing in the virtual unit space and retreat to a virtual unit space further back than the original virtual unit space from which the one character moved. In this case, it is also pre-set that the larger sized character (in this case, the other character) will perform the action of remaining in the virtual unit space.
[0044] Here, in the example of Fig. 3(b), the size of the character 54c is larger than the size of the character 54b. When the character 54c exists in the virtual unit space 111h, the simulation system 1 operates so that the character 54b is bounced by the character 54c and retreats along the original path along which the character 54b moved, returning to the virtual unit space 111f, as shown in Fig. 3(b).
[0045] (An example of collision between character 56 and object 60) 4, it is assumed that the character 56 owned by the second user moves from the area 101a associated with the second user toward the virtual unit space 111m of the area 101 associated with the first user, and further moves to the virtual unit space 111m based on a command to jump and move from the virtual unit space 111n toward the virtual unit space 111m. It is also assumed that an object 60 has been placed in the virtual unit space 111m by the first user.
[0046] In this case, the character 56 jumps from the virtual unit space 111n to reach the virtual unit space 111m. Then, the character 56 and the object 60 exist in the same virtual unit space 111m. In this case, the simulation system 1 controls the movement of the character 56 in the virtual unit space 111m based on the combination of the characteristics of the character 56 and the characteristics of the object 60 and the command immediately before the character 56 reaches the virtual unit space 111m.
[0047] For example, the simulation system 1 pre-sets that when a character and a predetermined object exist in the same virtual unit space, the predetermined object can be interfered with by the character. Here, the interference indicates, as an example, that the character can destroy the predetermined object. The simulation system 1 pre-sets that when a character reaches a virtual unit space by "jumping" from a virtual unit space adjacent to the virtual unit space, the simulation system 1 executes an action to destroy an object existing in the virtual unit space. Then, the character 56 executes a command to jump just before reaching the virtual unit space 111m, so that the character 56 destroys the object 60 and a plurality of objects 60a, which are fragments of the object 60, are scattered around the virtual unit space 111m, as shown in FIG. 4.
[0048] In addition, when a character and a predetermined object exist in the same virtual unit space, if it is set in advance that the character cannot interfere with the predetermined object, and if the character reaches the virtual unit space by "jump" or "advance" from a virtual unit space adjacent to the virtual unit space, it is also possible to set in advance that the object existing in the virtual unit space is not destroyed, and the character is bounced by the object and returns to the original virtual unit space. Also, if a character advances into a virtual unit space in which a predetermined object exists, it is set in advance that the character cannot interfere with the predetermined object, and the character has an attribute of "passing through an object". In this case, if the character reaches the virtual unit space in which the object exists by "advance" from a virtual unit space adjacent to the virtual unit space in which the object exists, it is also possible to set in advance that the object existing in the virtual unit space is not destroyed, and the character passes through the object and advances to the virtual unit space adjacent to the object.
[0049] (Character and object size) Characters and objects may be of a size that occupies multiple virtual unit spaces 110. For example, characters and / or objects of various sizes that occupy multiple virtual unit spaces 110, such as characters and / or objects of a size that occupies eight virtual unit spaces 110 (2×2×2) or characters and / or objects of a size that occupies four virtual unit spaces 110 (2×2×1), may be used. In this case, "interference" refers not only to the case where one or more virtual unit spaces 110 occupied by one character and / or object coincide with one or more virtual unit spaces 110 occupied by other characters and / or objects, but also to the case where at least a part of the spaces are common, that one character exerts a predetermined effect on other characters and / or objects and / or that one character may exert a predetermined effect on a predetermined virtual unit space. For example, when one character occupies multiple virtual unit spaces 110 and the other characters overlap all or a part of the multiple virtual unit spaces 110 (that is, when at least a part of the positions of the one character and the other characters are common), "interference" may occur. Furthermore, when one or more virtual unit spaces 110 occupied by one character and / or object coincide with one or more virtual unit spaces 110 occupied by another character and / or object, this may be recognized as special interference, as opposed to a case where there is some commonality, and a predetermined interference process may be executed.
[0050] In this way, in the simulation system 1, first, each of the multiple users can freely set commands for the characters and the execution order of the commands for the characters and / or objects owned by each user. Then, in the simulation system 1, the execution of the actions of each character of each user is started according to the commands and execution order of the commands set by each user, and interference occurs between one character and other characters, etc. in a predetermined case. When interference occurs, the simulation system 1 can control the action performed by one character based on the relationship between the one character and other characters, etc., the previous action of the one character, etc. Note that interference can occur between multiple characters owned by one user, between a character owned by one user and an object, or between a character and / or object owned by one user and a character and / or object owned by another user.
[0051] The virtual space 100 is composed of a plurality of virtual unit spaces 110, and a character for which a command has been set can move from one virtual unit space 110 to another virtual unit space 110 for each virtual unit space. Therefore, since the occurrence of interference between characters and / or between a character and an object, etc. can be controlled for each virtual unit space, the user can easily anticipate the occurrence of interference itself without strictly controlling the movement command to the character (i.e., without strictly setting the collision judgment between characters or between a character and an object) (however, since the user is not notified of the type of interference that will occur, the user cannot easily anticipate until the interference actually occurs).
[0052] That is, in the simulation system 1, the commands and / or the order of commands set by each of the multiple users are not necessarily executed according to the settings of each user, and various changes occur in the behavior of the characters depending on the combination of the characteristics of the characters, the characteristics of the objects, and / or the characteristics of the virtual unit space 110 placed in the virtual space 100. Therefore, according to the simulation system 1, when using multiple characters, each user can perform a simulation while considering, assuming, and imagining various behaviors and changes in behavior, such as what kind of character can be used for a certain character to observe interesting behavior, how the behavior of the character changes depending on the object placed in the virtual space 100, or what unexpected behavior each character will exhibit when the user's own character is used for a character used by another user. As a result, in the simulation system 1, each of the multiple users can try various combinations of characters, objects, and / or virtual unit spaces, and enjoy observing the behavior of the characters (behavior between characters owned by one user and / or between a character owned by one user and a character owned by another user) and the behavior of the characters in the virtual space 100.
[0053] The simulation system 1 can be realized by an information terminal or the like. The information terminal is a device that can be operated by a user. The information terminal may be, for example, a mobile terminal such as a mobile phone, a smartphone, or a tablet compatible with a mobile communication system. In addition, the information terminal may be, for example, a stationary personal computer (PC), a laptop PC, a notebook PC, a portable game machine, and / or a home game machine or a dedicated game machine. The simulation system 1 according to this embodiment will be described in detail below, but the names and numerical values in the above and following descriptions are merely examples, and it is noted that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values do not necessarily relate to real proper names and numerical values.
[0054] <Details of Simulation System 1> Fig. 5 shows an example of the functional configuration of the simulation system according to this embodiment, and Fig. 6 shows an example of the data configuration of each storage section of the storage unit according to this embodiment.
[0055] [Outline of Simulation System 1 Configuration] The simulation system 1 of this embodiment includes an input unit 10 that accepts input of predetermined instructions and information from each of a plurality of users, an arrangement unit 12 that arranges characters, etc. of each of the plurality of users in the same virtual space 100, a command setting unit 14 that sets commands to be executed by characters of each of the plurality of users, an execution receiving unit 16 that accepts execution of commands from each of the plurality of users, an action control unit 18 that controls the action of each character, an output unit 20 that outputs the action of each character, an output control unit 21 that controls the output of the output unit 20, a storage unit 22 that stores various information, an editing unit 24 that applies deformations, etc. to the virtual unit space, objects, etc., and a judgment unit 26 that judges whether or not predetermined conditions set for each user are satisfied by the action of each character.
[0056] The storage unit 22 has a character information storage section 220 that stores information regarding characters, a unit space information storage section 221 that stores information regarding the virtual unit space, a command information storage section 222 that stores information regarding commands, a character interference information storage section 223 that stores information regarding interference with characters, a spatial interference information storage section 224 that stores information regarding interference with the virtual space, an object information storage section 225 that stores information regarding objects, an object interference information storage section 226 that stores information regarding interference with objects, an action sequence information storage section 227 that stores information regarding a series of actions of a character, and a user information storage section 228 that stores information regarding the user.
[0057] The simulation system 1 may have the above-mentioned multiple components in the same device or location, and may have some of the above-mentioned multiple components installed in physically separate locations. For example, the simulation system 1 may have an external server perform some of the functions of the components. The simulation system 1 may also be configured as one or more servers. In this case, the simulation system 1 is configured by combining multiple information terminals, components of one server, and components of another server. In addition, in this embodiment, a collection of predetermined components can be understood as one "information processing device," and the simulation system 1 may be formed as a collection of multiple information processing devices. The method of allocating multiple functions required to realize the simulation system 1 according to this embodiment to one or multiple hardware devices can be appropriately determined in consideration of the processing capacity of each hardware device and / or the specifications required for the simulation system 1. Furthermore, various information stored in the storage unit 22 may be updated by instructions or information from each user received via the input unit 10, or may be updated at any time by acquiring predetermined information from a predetermined server located outside the simulation system 1.
[0058] [Details of the configuration of Simulation System 1] In the following description, a case will be described in which a plurality of users mainly use their own information terminals to execute a simulation provided by the simulation system 1 via a server. Specifically, the simulation system 1 includes, for example, an information terminal for each of the plurality of users and a server. In this case, each of the plurality of information terminals includes at least an input unit 10 and an output unit 20. The server includes other components except for the input unit 10 and the output unit 20, and is connected to the plurality of information terminals via a communication network so as to be capable of two-way communication.
[0059] In addition, in the following explanation, "one character" and "other character" are used, but the user who possesses the one character and the user who possesses the other character may be the same or different. In other words, a character different from "one character" is used as "other character" regardless of the user who possesses the character. Furthermore, when using "user" or "one user" for explanation, each component operates in the same way for "other users" different from "one user" unless otherwise specified.
[0060] (Input unit 10, output unit 20, output control unit 21) The input unit 10 receives input of predetermined instructions and the like from a user. The input unit 10 is, for example, a touch panel of an information terminal, a keyboard, a mouse, a microphone, a motion sensor, and the like. The input unit 10 supplies the instructions to predetermined components of the simulation system 1. Each component that receives the instructions performs a predetermined function.
[0061] The output unit 20 outputs various processing results before, during, and / or after the execution of an action by a character in the simulation system 1, as well as the state of the virtual space 100, under the control of the output control unit 21. That is, the output control unit 21 controls the output contents to be output by the output unit 20 based on instructions from and / or information received from a predetermined component of the simulation system 1. The output unit 20 is controlled by the output control unit 21 to output various processing results, information stored in the storage unit 22, the state of the virtual space 100, and the like, so as to be perceptible by the user. Note that, unless otherwise specified in the following description, the output unit 20 is controlled by the output control unit 21 to output various information.
[0062] Specifically, the output unit 20 outputs various processing results and stored information as data in a predetermined format, still images, moving images, voice, text, and / or physical phenomena such as vibration. For example, the output unit 20 is a display unit, speaker, vibration unit (a device provided in an information terminal that generates vibrations by a predetermined electric signal), light-emitting unit, data output unit, or the like of an information terminal. In response to a user's instruction, the output unit 20 can also output to the outside in a predetermined data format information on the arrangement of characters, objects, and the like in the virtual space 100 set by the user, information indicating commands and command sequence set for the characters and objects, and / or information on the action of a character that has performed a predetermined action due to interference. The output unit 20 can also output information received from an external server.
[0063] Furthermore, the output unit 20 may output a plurality of areas constituting the virtual space 100 by changing the output mode of one area associated with one user and another area associated with another user. For example, the output unit 20 of the information terminal of the one user may output the other areas in a mode in which the one area is less visible than the one area. That is, the output unit 20 of the information terminal of the one user may output the other areas of the other users in a mode different from the one area as seen from the one user. Furthermore, the output unit 20 may or may not change the output mode of one character owned by one user and other characters owned by other users. For example, the output unit 20 of the information terminal of the one user may output the one character in an easily visible mode (clear mode) even if the one character exists in any of the plurality of areas, and may output the other characters of the other users in a mode in which the one character is less visible than the one character (for example, a mode in which the position of the character can be grasped but what type of character it is is not known).
[0064] (Storage Unit 22) The storage unit 22 stores various types of information related to the simulation system 1. Each storage section included in the storage unit 22 supplies predetermined information to a predetermined component of the simulation system 1 in response to a request from the other component.
[0065] (Storage unit 22: character information storage section 220) The character information storage unit 220 stores information about characters used in the simulation. Specifically, the character information storage unit 220 stores character information and the like in association with a character ID that identifies the character. The character information is a feature of the character, and is information indicating, for example, the character's attribute, the character's type, the character's name, hit points (HP), the character's gender, the character's ability, the character's technique, the amount of HP of other characters that can be reduced by the character's technique, the character's size, the character's weight (body weight), the maximum number of commands that the character can receive in one instruction, the type of command that the character can receive, the presence or absence of tools in possession, experience points, level, and the like.
[0066] An attribute is information set for each character, and is a characteristic that the character has that is set according to, for example, the type, state, nature, or ability of the character. There is no particular limitation on the attributes, and examples of the attributes include attributes with names such as normal, fire, water, grass, ice, electric, and ghost. A single character may be set with multiple attributes. An attribute may also be an attribute such as a "technique" that the character knows or a "skill" that is set for an item that the character possesses. In this case, for example, a character may have both its own attribute and the attribute of a "technique" that the character knows (which may be the same as or different from the character's own attribute).
[0067] (Storage unit 22: unit space information storage section 221) The unit space information storage unit 221 stores, in association with a virtual unit space ID that identifies the virtual unit space, position information indicating the position of the virtual unit space in the virtual space, area information indicating the area to which the virtual unit space belongs, and information on the topography, weather, etc. associated with the virtual unit space, which is information indicating the characteristics of the virtual unit space. Examples of the area information include area IDs that identify multiple areas that make up the virtual space 100. Examples of the virtual unit space information include topography information, weather information, and interference information.
[0068] Specifically, the topographical information includes information indicating grassland, seashore, waterside, mountain, rocky area, town, cemetery, etc., and the virtual unit space is output from the output unit 20 as a virtual unit space indicating the topography corresponding to the topographical information based on the associated topographical information. For example, virtual unit spaces including objects characteristic of each of a plurality of types of topography such as grassland, rocky area, waterside, etc. (these objects may be objects that the user can place or that the simulation system 1 can place in advance) may be prepared in advance as the virtual unit space. In addition, the weather information is information regarding the weather that can be set for each virtual unit space, such as information indicating fine weather, cloudy weather, rain, thunderstorm, snow, etc. The virtual unit space associated with the weather information is output from the output unit 20 as a virtual unit space indicating the weather corresponding to the weather information based on the associated weather information.
[0069] The interference possibility information is information indicating whether or not interference with the virtual unit space by the user and / or character is possible. For example, when the interference possibility information is information indicating that interference is possible, the editing unit 24 can accept a predetermined instruction by the user via the input unit 10 for the virtual unit space with which interference is possible, and can reflect the instruction in the virtual unit space. For example, when interference that deforms the terrain of the virtual unit space is possible, the editing unit 24 can deform the terrain of the virtual unit space in response to the user's instruction (for example, deformation that collapses mountainous terrain, deformation that makes flat ground rise by piling soil, deformation that fills swamps, etc.). When the interference possibility information is information indicating that interference is possible, interference such as destruction by the character may be enabled for the virtual unit space with which interference is possible. On the other hand, when the interference possibility information is information indicating that interference is not possible, interference by the user and the character is prohibited for the virtual unit space with which interference is not possible.
[0070] (Storage unit 22: command information storage section 222) The command information storage unit 222 stores command information indicating the command content to be executed by the character in association with a command ID that identifies the command. The command information storage unit 222 stores a plurality of command information.
[0071] Here, the command includes at least one of a command to move a character within the virtual space without specifying a destination position within the virtual space (i.e., an action command to change the virtual unit space in which the character is located, without specifying which virtual unit space in the virtual space is the destination virtual unit space; hereinafter referred to as a "first action command"), and a command to execute a predetermined action in one of the virtual unit spaces (i.e., an action command in which the character is located in a predetermined virtual unit space and the character executes a predetermined action in the predetermined virtual unit space; hereinafter referred to as a "second action command"). The command may also include an action command to repeat the first action command and / or the second action command a predetermined number of times.
[0072] The first action command includes an instruction regarding the direction, amount, and method of movement from a predetermined virtual unit space (i.e., an action of changing the position of the character to a virtual unit space adjacent to the predetermined virtual unit space), such as moving forward, moving backward, moving right or left, jumping forward, jumping backward, jumping right or left, flying, rolling, crawling, etc. The second action command includes an instruction to execute a predetermined action without moving from the predetermined virtual unit space, such as changing the character's direction in a predetermined direction, jumping in place, staying in place (waiting), performing a predetermined technique (punch, kick, electric shock, other character-specific technique / action, etc.), taking a break from an instruction, etc. The instruction to stay in place may be an instruction to maintain the character in a sitting state, a standing state, a sleeping state, a flying state in the virtual unit space, etc., an instruction to maintain the content of an instruction just before arriving at the predetermined virtual unit space or when arriving at the predetermined virtual unit space (i.e., a "rest" instruction).
[0073] The command may also include a command to generate a derived object resulting from the presence and technique of the character in another virtual unit space adjacent to the virtual unit space in which the character is located. For example, assume that a character has a "fire-breathing" technique as a predetermined technique. In this case, the command to generate a derived object is a command to generate a derived object representing "breathed fire" in another virtual unit space adjacent to the virtual unit space when the character is located in a predetermined virtual unit space and has activated the "fire-breathing" technique.
[0074] Furthermore, the command may be a command to change a character into a specified character when a specified condition is met (hereinafter, referred to as "evolution"). Note that "evolution" refers to a character changing into another evolved character when a specified condition is met.
[0075] (Storage unit 22: character interference information storage section 223) The character interference information storage unit 223 stores motion information indicating the motion of the first character and / or the other character when interference of the first character with the other character occurs. That is, the character interference information storage unit 223 stores motion information of the motion executed by the first character and / or the other character when the first character and the other character are present in the same virtual unit space. The motion information stored in the character interference information storage unit 223 may be motion information executed when the position of the first character in the virtual space 100 relative to the position of the other character in the virtual space 100 satisfies a predetermined positional relationship, regardless of whether the user who owns the first character and the user who owns the other character are the same or not. The predetermined positional relationship is, for example, a relationship in which a plurality of characters are located in the same virtual unit space, a relationship in which the distance between the first character and the other character in the virtual space 100 is equal to or less than a predetermined distance, etc.
[0076] Specifically, the character interference information storage unit 223 stores the action information in association with a first character ID for identifying the first character and an other character ID for identifying the other character. Also, the character interference information storage unit 223 may store the action information in association with the first character ID and the other character ID, and command information indicating a command before (preferably immediately before) the first character exists in the same virtual unit space as the other character (hereinafter referred to as "the immediately previous command information of the first character") and / or command information indicating a command before (preferably immediately before) the other character exists in the same virtual unit space as the first character (hereinafter referred to as "the immediately previous command information of the other character").
[0077] The action information is set, for example, by a combination of one character with another character, a combination of character information of one character with character information of another character, etc. The action information can also be set by a command executed by one character until the one character reaches the same virtual unit space as the other character, or a command executed immediately before the one character reaches the same virtual unit space.
[0078] In addition, the character interference information storage unit 223 can also store default action information in association with information that characterizes a character (for example, a character's attribute, size, weight, etc.). That is, the character interference information storage unit 223 can also store action information without association with one character ID or another character ID. For example, when there are multiple characters and multiple commands, it may not be possible to set action information for all combinations of characters and / or combinations of commands. In this case, the character interference information storage unit 223 stores default action information in association with, for example, similarities and differences that can be grasped by comparing the features of one character with the features of the other character. As the default action information, for example, when the size of one character is different from the size of another character, when both characters collide in the same virtual unit space, information that sets an action in which the smaller character is bounced off by the other character can be cited.
[0079] <Example of action information based on character type: When the type is the same> For example, the action information determined based on the type of one character and the type of another character will be described below. First, when the type of one character is the same as the type of the other character and the one character and the other character exist in the same virtual unit space, the action information can be set based on the immediately preceding command of the one character and the immediately preceding command of the other character.
[0080] For example, if the immediately preceding command for one character is "move forward" and the immediately preceding command for the other character is also "move forward," the action information can be set to information indicating a motion in which the one character and the other character "collide" in the same virtual unit space, and both the one character and the other character retreat to the virtual unit space they were in immediately before. Also, if the immediately preceding command for one character is "jump forward" and the immediately preceding command for the other character is "stop" (assuming that the one character "jumps forward" to reach the virtual unit space in which the other character is "stopped"), the action information can be set to information indicating a motion in which the one character and the other character overlap in the same virtual unit space, i.e., the one character jumps on top of the other character.
[0081] Furthermore, if the previous command for one character is "move forward," and another character has his back to the first character in a specified virtual unit space, and the previous command for the other character is "stop" (it is assumed that the first character reaches the specified virtual unit space where the other character is "stopped" by "moving forward"), the action information can be set to information indicating an action in which the other character is pushed into another virtual unit space adjacent to the specified virtual unit space along the direction of movement of the first character.
[0082] <Example of action information based on character type: When the type is the same and the size is greater than or equal to a certain size> Even if the characters are of the same type, special action information can be set according to the characteristics of the characters, unlike the above. For example, if the type of one character and the type of another character are the same, the size and / or weight of both characters are equal to or greater than a predetermined value, and the one character and the other character exist in the same virtual unit space, predetermined action information can be set based on the immediately preceding command of the one character and the immediately preceding command of the other character.
[0083] For example, if the immediately preceding command for one character is "jump forward" and the immediately preceding command for the other character is "stop" (assuming that the first character "jumps forward" to reach the virtual unit space where the other character is "stopped"), the size of both characters is equal to or greater than a predetermined value (the first character cannot jump high), so the action information can be set to indicate that, unlike the above, the first character does not ride on the other character, but rather the first character "collides" with the other character in the same virtual unit space, and the first character stands still in the virtual unit space where it was previously in.
[0084] <Example of action information based on character type: When the types are different (part 1)> When the type of one character is different from the type of another character and the one character and the other character exist in the same virtual unit space, operation information can be set based on the characteristics of the one character and the characteristics of the other character, and the immediately preceding command of the one character and the immediately preceding command of the other character.
[0085] For example, if the weight of one character is set as the characteristic of one character and the weight of the other character is set as the characteristic of the other character, and the weight of the one character is less than the weight of the other character, and the immediately preceding command of the one character is "move forward" and the immediately preceding command of the other character is also "move forward," then the action information can be set to indicate that the one character and the other character will collide in the same virtual unit space (the virtual unit space of the collision position), and the one character will move backward into the virtual unit space where it was previously located, and the other character will move to remain in the virtual unit space of the collision position.
[0086] <Example of action information based on character type: When the types are different (part 2)> When the type of one character is different from the type of another character and the one character and the other character exist in the same virtual unit space, operation information can be set based on special characteristics possessed by the one character.
[0087] For example, a case will be described in which a character has a feature of being able to copy the features of another character that exists in a virtual unit space adjacent to the virtual unit space in which the character exists and that is located in front of the first character. In this case, if the immediately preceding command of the first character is "move forward" and the immediately preceding command of the other character is "stop" or executes a predetermined action on the spot, the action information can be set to indicate that the first character copies the ability of the other character, moves forward, and collides with the other character, since the other character is located in front of the first character. In this case, information indicating an action of the other character being surprised may also be set as the action information.
[0088] <Example of movement information based on character size> For example, a case will be described where the size of one character is different from the size of another character. Here, it is assumed that the size of the one character is smaller than the size of the other character. In this case, the action information is set to be an action when the one character reaches a virtual unit space in which the other character exists. This action may be, for example, an action in which the one character collides with the other character and bounces back in the opposite direction along the path that the one character took to reach the virtual unit space.
[0089] <Example of action information based on the character's previous command (part 1)> In addition, a case where the type of the first character is different from the type of the other character, the size of the first character is different from the size of the other character, and the first character can evolve will be described. Here, the size of the first character is smaller than the size of the other character. When the first character and the other character are to exist in the same virtual unit space, the action information can be set based on the immediately preceding command of the first character and the immediately preceding command of the other character.
[0090] For example, if an unevolved character reaches a specified virtual unit space with the previous command being "move forward" and another character's previous command being "sleep" in the specified virtual unit space, the action information can be set to the one character colliding with the other character and bouncing back in the opposite direction along the path the one character took to reach the virtual unit space, and the other character can be set to continue "sleeping."
[0091] On the other hand, for example, if a character "evolves" by satisfying a specified condition before reaching a specified virtual unit space, and the previous command of the evolved character is "move forward" and the previous command of the other character is "sleep," the action information can be set to information indicating an action in which the one character collides with the other character in the same virtual unit space (the virtual unit space of the collision position), the other character "wakes up," and the one character and the other character stop in a state where they are both awake in the virtual unit space of the collision position.
[0092] <Example of action information based on the character's previous command (part 2)> In addition, a case will be described in which the type of the first character is different from the type of the other characters, the size of the first character is different from the size of the other characters, and the size of the first character is smaller than the size of the other characters. Furthermore, it is assumed that the first character exists in a virtual unit space above the virtual unit space in which the other characters exist.
[0093] Here, when the immediately preceding command when one character reaches a specified virtual unit space in which another character exists is "fall" or the like (or, if there is no object or the like blocking the character's fall above the specified virtual unit space, any command may be used to cause the one character to fall toward the specified virtual unit space), and the immediately preceding command for the other character is "stay" in the specified virtual unit space, information can be set as the action information indicating an action in which the one character collides with the other character, bounces, and lands in a virtual unit space adjacent to the virtual unit space. On the other hand, when one character reaches a specified virtual unit space along the same plane as the specified virtual unit space in which the other character exists, information can be set as the action information indicating an action in which the one character collides with the other character and is bounced in the opposite direction to the direction of movement.
[0094] Also, a case will be described in which the type of one character is different from the type of the other characters, and the one character is capable of using a predetermined technique (for example, electric shock).
[0095] Here, when a character reaches a specified virtual unit space in which another character exists, the immediately preceding command is "move forward", and a command to administer an "electric shock" is set after "move forward", and the immediately preceding command of the other character is "sleep" in the specified virtual unit space, the action information can be set to indicate that when the first character collides with the other character, the first character administers an "electric shock", and the other character jumps up in surprise at the "electric shock".
[0096] (Storage unit 22: spatial interference information storage section 224) The spatial interference information storage unit 224 stores motion information indicating a motion of a single character when interference of the single character with a virtual unit space occurs. That is, the spatial interference information storage unit 224 stores motion information of a motion executed by the single character when the single character comes to exist in a predetermined virtual unit space. The motion information also includes information on a change in the state of the virtual unit space in which the single character exists due to interference of the single character.
[0097] Specifically, the spatial interference information storage unit 224 stores the action information in association with a character ID and a virtual unit space ID that identifies a predetermined virtual unit space. The spatial interference information storage unit 224 may also store the action information in association with a character ID, a virtual unit space ID, and command information indicating a command before (preferably immediately before) the character exists in the virtual unit space identified by the virtual unit space ID (hereinafter referred to as "character's immediately previous command information").
[0098] The action information is set, for example, by a combination of the character's characteristics and the virtual unit space information. The action information can also be set by a command executed by the character before the character reaches a predetermined virtual unit space, or a command executed immediately before the character reaches the predetermined virtual unit space.
[0099] <Example of motion information based on the terrain of the virtual unit space> For example, a case where a character reaches a virtual unit space of a predetermined terrain will be described. As an example, a virtual unit space has a terrain of a "river", and a character reaches the virtual unit space having the "river" by a command set by the command setting unit 14.
[0100] In this case, if the character's immediately preceding command is "move forward" and the character's attribute is a "water type", the motion information can be set to information indicating that the character moves in the virtual unit space having the "river" in the same way as in a virtual unit space not having the "river". If the character's immediately preceding command is "move forward", the character's attribute is a "water type" and the character is capable of swimming in water, the motion information can be set to information indicating that the character moves in the virtual unit space having the "river" by swimming in the "river". On the other hand, if the character's immediately preceding command is "move forward" and the character's attribute is a "fire type", the motion information can be set to information indicating that the character cannot move forward in the virtual unit space having the "river" and moves backward. If the character's immediately preceding command is "move forward" and the character's attribute is a "rock type", the motion information can be set to information indicating that the character is swept away by the "river" and moves to another virtual unit space adjacent to the virtual unit space having the "river". Furthermore, if the character's previous command is "move forward", the character's attribute is a "rock type", and the character's size is equal to or larger than a predetermined size, the action information may be set to information indicating the character getting stuck in the "river", as well as information outputting the appearance of water overflowing from the "river".
[0101] <Example of operation information based on the weather in a virtual unit space> For example, a case where a character arrives at and / or exists in a virtual unit space with a specific weather will be described. As an example, a case where the weather in the virtual unit space is "rainy" and the character arrives at the virtual unit space by a command set by the command setting unit 14 will be given.
[0102] In this case, if the immediately preceding command to the character and / or the command in the "rainy weather" virtual unit space is "run and advance one square," the action information can be set to information indicating that, when the character advances in the "rainy weather" virtual unit space, with a predetermined probability (for example, randomly), the character will slip and advance one or more squares more. Also, if the immediately preceding command to the character and / or the command in the "rainy weather" virtual unit space is a "technique to change the weather," the action information can be set to information indicating that the technique will change the weather in the virtual unit space in which the character exists.
[0103] <Example of motion information based on virtual unit space and character attributes> For example, a case where a character reaches a virtual unit space of a predetermined terrain will be described. As an example, the virtual unit space has a terrain with a "wall", and the character reaches the virtual unit space having the "wall" by a command set by the command setting unit 14.
[0104] In this case, if the character's previous command is "move forward" and the character's attribute is a "normal type", the action information can be set to indicate that the character cannot move through a virtual unit space having a "wall" and will move to remain in the virtual unit space just before reaching that virtual unit space. Also, if the character's previous command is "move forward" and the character's attribute is a "ghost type", the action information can be set to indicate that the character will move forward by passing through a virtual unit space having a "wall".
[0105] (Storage unit 22: object information storage section 225) The object information storage unit 225 stores information (object information) about objects that can be placed in the virtual unit space. Specifically, the object information storage unit 225 stores the object information and the like in association with an object ID that identifies the object. The object information is, for example, information indicating the attribute of the object, the type of the object, the name of the object, the size of the object, whether the object can be destroyed, and the like. Note that an attribute is information set for each object, and is, for example, a characteristic possessed by an object that is set according to the type, state, or nature of the object. Note that multiple attributes may be set for one object.
[0106] The objects may include objects that can be placed in the virtual unit space and can set or change the environment, such as the terrain, of the virtual unit space (hereinafter, referred to as "environmental objects"). The environmental objects may include objects that represent terrain (e.g., trees, rocks, oceans, waterfalls, rivers, etc.), objects that represent structures (e.g., blocks, walls, buildings, floors, etc.), and / or characters for which the command setting unit 14 cannot set a command (e.g., characters that are sleeping in a predetermined virtual unit space or do not move even when awake, etc.). The environmental objects may include objects that can be interfered with by a character and objects that cannot be interfered with by a character. An object that can be interfered with is an object that can be destroyed by the character's action (e.g., a predetermined technique, a charge, etc.) (e.g., a destructible tree or rock, etc.). On the other hand, an object that cannot be interfered with is an object that cannot be destroyed by the character's action (e.g., an indestructible floor or wall, etc.). The objects may also include derived objects that are specific to a predetermined character. A derived object is, for example, an object that is generated in response to the activation of a predetermined character's action (e.g., a technique of the predetermined character).
[0107] (Storage unit 22: object interference information storage section 226) The object collision information storage unit 226 stores motion information indicating the motion of the character and / or the object when the character interferes with the object. That is, the object collision information storage unit 226 stores motion information regarding the motion executed by the character and / or the effect on the object when the character and the object are present in the same virtual unit space.
[0108] Specifically, the object collision information storage unit 226 stores the operation information in association with the character ID and the object ID. The object collision information storage unit 226 may also store the operation information in association with the character ID and the object ID, and command information indicating a command before (preferably immediately before) the character and the object exist in the same virtual unit space (hereinafter referred to as "command information immediately before the character").
[0109] The action information is set, for example, by a combination of a character and an object, a combination of character information of a character and object information of an object, etc. The action information can also be set according to a command executed by a character until the character reaches the same virtual unit space as the object, or a command executed immediately before the character reaches the same virtual unit space.
[0110] <Example of behavior information based on object type> For example, a case will be described in which a character reaches a virtual unit space in which a predetermined object is located.
[0111] As an example, suppose that an environmental object representing a "rock" is placed in the virtual unit space, and that this environmental object is an object that can be interfered with. Then, when a character reaches this virtual unit space, and the immediately preceding command of the character is "perform a technique", and the technique can destroy the "rock" environmental object, then information indicating that the character will perform a motion to destroy the "rock" with the "technique" can be set as the motion information. Also, suppose that an environmental object representing a "rock" is placed in the virtual unit space, and that this environmental object is an object that cannot be interfered with. Then, when a character reaches this virtual unit space, then, regardless of the immediately preceding command of the character, information indicating that the character will perform a motion to be bounced off the "rock" and retreat to the virtual unit space immediately before the character reaches the virtual unit space can be set as the motion information.
[0112] Also, as the object, an object that can evolve when a predetermined character acquires the object can be prepared. For example, the placement unit 12 places an object (evolution object) necessary for the evolution of a predetermined character in a predetermined virtual unit space. Then, when the predetermined character arrives at the virtual unit space in which the evolution object is placed by a command set by the command setting unit 14, information indicating a behavior by which the character evolves can be set as the behavior information, regardless of the command immediately preceding the character.
[0113] (Storage unit 22: operation sequence information storage section 227) The action sequence information storage unit 227 stores the action sequence information in association with the action sequence information ID that identifies the action sequence information. The action sequence information is information including the virtual space 100 used for the character's action, the placement result by the placement unit 12, one or more commands set by the command setting unit 14 for a specific character and the execution order of the commands, and the character's action controlled by the action control unit 18 described later. In other words, the action sequence information is information that enables the placement of the character and / or object in the virtual space 100, and a series of actions from the start of the character's action in the virtual space 100 to the end of the action, to be reproduced at any timing in any system including the simulation system 1.
[0114] The output unit 20 can execute the character's action in the virtual space 100 at any timing based on the action sequence information, typically, can play the character's action in the virtual space 100 as a video on the display unit of each user's information terminal in response to an instruction from each user. The action sequence information may be provided to an information terminal or a server outside the simulation system 1 where the action sequence information was generated, via a communication network or a recording medium. The information terminal or the server to which the action sequence information is provided can execute the character's action in the virtual space 100 using the action sequence information. This allows the action sequence information created in one simulation system 1 to be supplied to another simulation system 1.
[0115] (Storage unit 22: user information storage section 228) The user information storage unit 228 stores user information, character information, object information, and area information in association with a user ID that identifies a user. The user information is the user name, the user's nickname, information specific to the individual user (such as date of birth), information on goals the user has achieved in the simulation system 1, and / or information on items the user possesses. The character information is information on characters possessed by the user (such as character IDs and information on the number of characters possessed), and the object information is information on objects possessed by the user (such as object IDs and information on the number of objects possessed). The area information is information on areas associated with the user (such as area IDs).
[0116] (Arrangement part 12) The arrangement unit 12 arranges characters and / or objects in a virtual unit space 110 constituting the virtual space 100. The arrangement unit 12 can also arrange characters and / or objects in the virtual unit space 110 in advance. Furthermore, the arrangement unit 12 can arrange a predetermined character and / or a predetermined object in the virtual unit space 110 designated by the user in response to an instruction from the user received by the input unit 10. The arrangement unit 12 can also arrange characters and / or objects in each of the multiple virtual unit spaces 110. That is, the arrangement unit 12 can arrange one or more characters in each of one or more virtual unit spaces 110 and / or arrange one or more objects in each of one or more virtual unit spaces 110 based on an instruction from each user. Note that since the virtual space 100 is configured in a virtual three-dimensional space, the arrangement unit 12 can arrange characters and / or objects not only in the bottom surface 102 of the virtual space 100 but also in the virtual unit space 110 above the bottom surface 102.
[0117] Here, the placement unit 12 restricts the position of the character to be placed in the area first based on the area associated with the user. Specifically, when designating an action start position, which is a position in an area where a character (first character) of a user (first user) starts an action, the placement unit 12 permits designation of the action start position of the character in an area (first area) associated with the user, and prohibits designation of the action start position of the character in another area not associated with the user. The placement unit 12 does the same for another user (second user). In addition, the placement unit 12 permits placement of an object owned by the user in an area associated with the user, and prohibits placement of an object in another area (second area) not associated with the user. The placement unit 12 does the same for another user.
[0118] Furthermore, the output unit 20 uses the character ID and / or object ID included in the character information and / or object information stored in the user information storage unit 228 in association with the user ID of the one user to output information on the characters stored in the character information storage unit 220 and / or information on the objects stored in the object information storage unit 225 (for example, list information on the characters and / or objects usable by the one user in the simulation system 1) to a display unit of the information terminal of the one user. Then, the arrangement unit 12 accepts an instruction to select a character and / or an object by the one user via the input unit 10, and acquires information on the character selected by the one user stored in the character information storage unit 220 and / or information on the object selected by the one user stored in the object information storage unit 225. Furthermore, the output unit 20 outputs the virtual space 100 consisting of the virtual unit space 110 to a display unit of the information terminal of the one user. The arrangement unit 12 accepts an instruction to select the virtual unit space 110 by the one user via the input unit 10 for each character and / or object selected by the one user. Then, the placement unit 12 places the character indicated by the acquired character information and / or the object indicated by the object information in the virtual unit space selected and instructed by the one user. The output unit 20 of the one user's information terminal can output an image showing the state in which the placement unit 12 has placed the character and / or object in the virtual unit space. The placement unit 12 supplies information regarding the character and / or object placed in the virtual space 100 to the action control unit 18.
[0119] (Instruction setting section 14) The command setting unit 14 sets one or more commands for each character owned by each of the multiple users to be executed in the virtual space 100 by the character, and when multiple commands are set, sets the execution order of the multiple commands for each character. That is, the command setting unit 14 can set commands and execution orders for each of one or more characters based on instructions from each user who owns each character. Specifically, the command setting unit 14 can set commands and execution orders for one character owned by one user based on instructions from one user, that is, one operation by one user (for example, an instruction to set a command received via the input unit 10), and can set the commands and execution orders for other characters owned by other users based on instructions from other users.
[0120] In addition, when a user "has" a character, the following aspects are included, for example. (a) A character is associated with a user and the user can set a command for the character. (b) Characters that a user permanently owns through a lottery, purchase, etc., or that a user owns temporarily (i.e., characters that will no longer be owned after a certain period of time has passed). (c) A character that the user has temporarily rented the right to use in the game from another player who has a certain relationship with the user (for example, the user's friend or a member of a team to which the user belongs).
[0121] In addition, after a character moves from an action start position in one area to another area based on a command set by a user, the command setting unit 14 can set (i.e., additionally set or newly set) a command and execution order for the character in the other area based on an instruction from the user received via the input unit 10. That is, a character of a user can be placed first in an area associated with the user and a command and an execution order for the command can be set at that position, but cannot be placed first in another area and a command and an execution order for the command cannot be set. However, after a character enters another area from one area based on a set command, a command change or a new command and an execution order for the command can be set for the character existing in the other area.
[0122] Furthermore, when multiple characters are selected by one user, the command setting unit 14 sets commands and execution orders for the one character and a character other than the one character. That is, the command setting unit 14 accepts the selection of commands by one user and the execution order of the selected commands via the input unit 10, and associates the accepted commands and the execution order of the commands with the character selected by the one user. The command setting unit 14 also associates commands and execution orders for one or more characters owned by other users in the same manner in response to instructions from the other users. Specifically, the output unit 20 outputs information about commands for characters stored in the command information storage unit 222 in a manner that is perceptible to each user. Then, the command setting unit 14 accepts instructions for setting commands and execution orders of commands by each user who has referred to the information about commands via the input unit 10, and associates the accepted commands and execution orders of commands with the characters selected by each user. Also, the output unit 20 can output the commands and execution orders set by the command setting unit 14 to the information terminal of each user in a manner that is perceptible by using text, a predetermined figure, or the like. The command setting unit 14 supplies the action control unit 18 with information indicating the commands associated with the characters of each of the multiple users and the order in which the commands are to be executed.
[0123] The command setting unit 14 can automatically set commands and their execution order without receiving a command selection and command execution order instruction from the user. In this case, the command setting unit 14 can, for example, randomly set commands and their execution order, or can set predetermined commands and their execution order. As an example, the command setting unit 14 can set predetermined commands and their execution order for a predetermined character as a tutorial.
[0124] Specifically, the command set by the command setting unit 14 is a command stored in the command information storage unit 222. Examples of the command set by the command setting unit 14 include the above-mentioned first action command, second action command, repeat action command, command to generate a derived object, and command to evolve. The command setting unit 14 can set the amount of movement from a predetermined virtual unit space included in the first action command using the number of virtual unit spaces as a unit. That is, by regarding the virtual unit space as a virtual square, a command such as "move forward two squares" can be set for the character. Treating the virtual unit space as a virtual square makes it easier to set the movement of the character. In addition, the execution order of the commands set by the command setting unit 14 can be freely set according to the user's desire.
[0125] Furthermore, the number of commands and / or the type of commands that can be set to a character may differ depending on the character. The command setting unit 14 can limit the number of commands that can be set to a character based on the "maximum number of commands that a character can receive in one instruction" included in the character information stored in the character information storage unit 220. The command setting unit 14 may also limit the type of commands that can be set to a character based on the "type of commands that a character can receive" included in the character information stored in the character information storage unit 220. For example, when there are a first character and a second character and the size of the first character is smaller than the size of the second character, the first character may be considered to be more maneuverable and the maximum number of commands for the first character may be set to be greater than the maximum number of commands for the second character. Furthermore, when the size of the first character is less than a predetermined size and the size of the second character is equal to or greater than the predetermined size, the first character may be considered to be light on weight and the type of commands for the first character may include "jump" and the type of commands for the second character may not include "jump".
[0126] <Examples of commands including cases where a character evolves while moving within the virtual space 100> Here, an example will be described in which the command setting unit 14 sets the command "evolve" to one character. For example, it is assumed that the command setting unit 14 sets the commands "move forward", "use a technique", "move forward", "evolve", "move forward", and "use a technique" to one character in this order. In this case, the command setting unit 14 may make the command "use a technique" before evolution and the command "use a technique" after evolution different depending on before and after the evolution of the character. That is, the user only needs to set the command "use a technique", and the content of the "technique" may be appropriately set based on the content and execution order of the command set by the command setting unit 14. In this example, it is assumed that the technique of the character before evolution and the technique of the character after evolution are different. Therefore, when the user sets the command "use a technique" to the evolved character, the command setting unit 14 may determine that the "technique" is the "technique" of the evolved character, and may set it so that the "technique" of the evolved character is used, not the "technique" of the character before evolution.
[0127] (Execution reception unit 16) The execution receiving unit 16 receives an instruction to execute a command set by the command setting unit 14. Specifically, the execution receiving unit 16 receives an instruction to execute a command from a user via the input unit 10. When a user sets commands for multiple characters, the execution receiving unit 16 can, for example, receive execution of a command in any of the following patterns.
[0128] (Pattern 1) Accept instructions to execute commands for multiple characters all at once. (Pattern 2) Multiple characters are divided into multiple groups, and each group receives instructions to execute commands at different times or some of them at the same time. (Pattern 3) An instruction to execute a command is accepted for each character selected by the user from multiple characters.
[0129] The execution receiving unit 16 supplies the action control unit 18 with information indicating that an instruction to execute a command for a predetermined character has been received.
[0130] (Operation control unit 18) The action control unit 18 operates the characters arranged in the virtual space 100 by the arrangement unit 12 in the virtual space 100 based on the command and execution order set by the command setting unit 14 in response to the information received from the execution receiving unit 16. The action control unit 18 can operate each of the multiple characters in the virtual space 100 in real time or for each predetermined turn. For example, the action control unit 18 can operate one character owned by one user in the virtual space 100 based on the command and execution order set for the one character, regardless of the command of another user, by receiving an instruction from one user, and operate another character owned by another user in the virtual space 100 based on the command and execution order set for the other character, regardless of the command of the one user, by receiving an instruction from another user. Then, the action control unit 18 operates each of the multiple characters in real time in the virtual space 100, triggered by receiving an instruction to execute a command for each of the multiple characters. The action control unit 18 can progress time in the virtual space 100 in real time.
[0131] In other words, the operation control unit 18 accepts instructions to execute and stop commands set for the characters owned by each of the multiple users for each of the multiple users or for each of the multiple users' characters, and executes or stops the command at the timing when the instruction to execute or stop the command is accepted.
[0132] For example, the operation control unit 18 controls the output unit 20 of each user's information terminal, and causes each output unit 20 to output a "play button" for receiving an instruction to execute an instruction from the user and a "stop button" for receiving an instruction to stop the instruction from the user. Then, the operation control unit 18 operates one character in the virtual space 100 based on the instruction and execution order set for the one character in response to a start instruction received from one user via the "play button". Also, the operation control unit 18 operates other characters in the virtual space 100 based on the instruction and execution order set for the other characters in response to a start instruction received from another user via the "play button". That is, when the operation control unit 18 receives a start instruction from one user, it operates one character in the virtual space 100 regardless of the presence or absence of a start instruction from the other user (that is, regardless of the start instruction from the other user). In addition, when the action control unit 18 receives a start instruction from another user, it causes the other character to act within the virtual space 100 regardless of whether or not there is a start instruction from one user (i.e., regardless of the start instruction from one user).
[0133] Then, the action control unit 18 stops the action of one character operating in the virtual space 100 in response to a stop instruction received from one user via the "stop button" regardless of the presence or absence of a stop instruction from another user, and stops the action of another character operating in the virtual space 100 in response to a stop instruction received from another user via the "stop button" regardless of the presence or absence of a stop instruction from one user. In this case, the command setting unit 14 may accept the setting of a new command and execution order instead of the command and execution order set for the stopped character. That is, after setting a command and an execution order of the commands for each user and causing the character to start executing the command, each user can stop the execution of the command and change the command that was once set, regardless of the operation of a user other than the user, as long as it is before the execution of all the set commands is completed.
[0134] In addition, when commands and an execution order of the commands are set for each of multiple characters owned by a single user, the action control unit 18 can, in response to one operation by a single user (e.g., an instruction to execute a command received via the input unit 10), cause each of the multiple characters to start executing the commands in accordance with the execution order of the commands.
[0135] Furthermore, when the positional relationship in the virtual space 100 between one character (first character) owned by one user and another character (second character) owned by another user satisfies a predetermined condition, the action control unit 18 prioritizes the action based on the command set by the command setting unit 14 for the one character and the command set for the other character, and causes at least one of the one character and the other character to execute a predetermined action. In other words, a predetermined action different from the command set for the one character and the command set for the other character is executed. Examples of the predetermined condition include a case where the location of the one character overlaps with the location of the other character, a case where the location of the one character is close to the location of the other character (for example, a case where the virtual unit space in which the one character exists is adjacent to a virtual unit space in which the other character exists, or a case where the number of virtual unit spaces between the one character and the other character is equal to or less than a predetermined number, etc.).
[0136] Furthermore, when interference occurs between a character different from the one character in virtual space 100, an object (an object owned by the one user and / or an object owned by another user) arranged in a predetermined virtual unit space, and / or the predetermined virtual unit space and the one character for which execution of an instruction has started, the action control unit 18 prioritizes the instruction and the execution order of the instructions set by the instruction setting unit 14 and causes the one character to perform an action corresponding to the interference. That is, in this case, the action control unit 18 can determine the action to be performed by the one character in accordance with a predetermined rule. Then, the action control unit 18 causes the output unit 20 to output the state of the one character executing the instruction.
[0137] Furthermore, the action control unit 18 may operate the character for which commands and an execution sequence of the commands have been set in the virtual space 100, and after completing the execution of all the commands, may prohibit the command setting unit 14 from setting commands and an execution sequence of the commands for the character for a certain period of time. In this case, the action control unit 18 can shorten or lengthen the length of the certain period of time in response to an instruction to consume a certain item (e.g., in-game virtual currency or a tool obtainable in the game) from the user who owns the character, which is received via the input unit 10.
[0138] In addition, the action control unit 18 can also make the character execute a predetermined action when the command set by the command setting unit 14 cannot be executed due to the relationship between the character and the virtual space in which the character exists. For example, when the character is placed in the air of the virtual space 100 by the placement unit 12, and the character cannot fly or float in the air, and the command set by the command setting unit 14 is a movement command such as "move forward," the action control unit 18 determines that the movement command cannot be executed. Then, the action control unit 18 stops the execution of the movement command, and moves the character in accordance with the laws of physics, for example (in this case, the character is dropped downward from the position where the character exists). Next, the action control unit 18 continues the execution of the command set by the command setting unit 14 at the stage where the command set by the command setting unit 14 can be executed (in this case, when the character lands on the floor of the virtual space).
[0139] Here, when the action control unit 18 moves the character in the virtual space 100 based on the command and execution sequence set by the command setting unit 14, the action control unit 18 moves the character from one virtual unit space to another virtual unit space adjacent to the one virtual unit space. If the virtual unit space is regarded as a "square", the action control unit 18 moves the character for each "square". The action control unit 18 may move the character at predetermined time intervals. That is, the action control unit 18 may seamlessly move the character through a plurality of virtual unit spaces at predetermined time intervals (for example, it is possible to set the character to move through one virtual unit space per second). Furthermore, when the action control unit 18 moves the character in the virtual space 100 after executing the command set by the command setting unit 14, even if the user issues a command to move the character from one virtual unit space to another virtual unit space (for example, a command to move by dragging) via the input unit 10, the action control unit 18 does not accept the command and causes the character to perform an action according to the command and the execution sequence set.
[0140] Furthermore, when another character of another user invades and exists within one area of one user under the control of the action control unit 18, the placement unit 12 can place the character or object owned by the one user in the virtual unit space in which the other character exists, based on an instruction from the one user. In this case, the placement unit 12 can place the character or object above or below the other character.
[0141] Note that the action control unit 18 may also control the action of the character using an action determined based on physical calculations when a character acting based on the commands and the execution order of the commands set by the command setting unit 14 interferes with another character or object, or when a character acting based on the commands and the execution order of the commands interferes with a predetermined virtual unit space. For example, when a character collides with another character or object, the action of the character and the action of the other character or object may be calculated by physical calculations based on the shape, size, weight, etc. of the character, the shape, size, weight, etc. of the other character, and the collision speed, etc., and the calculated action may be made to the character.
[0142] Furthermore, the movement control unit 18 generates movement sequence information indicating a series of movements of the character in the virtual space 100 (including movements due to commands set by the command setting unit 14 and movements in the event of interference), and stores the generated movement sequence information in the movement sequence information storage unit 227 in association with the movement sequence information ID of the movement sequence information. Note that the movement control unit 18 can also generate, as the movement sequence information, movement sequence information indicating a part of a series of movements of the character in the virtual space 100. In other words, the movement control unit 18 can generate movement sequence information including all or a part of the character's movements resulting from the execution of commands according to the execution order of the commands set by the command setting unit 14, and the character's movements in the event of interference.
[0143] Specifically, the motion control unit 18 can control the motion of the character based on the characteristics of the character and the characteristics of the virtual unit space corresponding to the position where the character exists. As an example, the motion control unit 18 acquires motion information stored in the spatial interference information storage unit 224 in association with the character ID of the character executing a command and the virtual unit space ID of the virtual unit space in which the character exists. Then, the motion control unit 18 refers to the acquired motion information and causes the character to execute a motion indicated by the content of the motion information. The motion control unit 18 may also acquire motion information stored in the spatial interference information storage unit 224 in association with the character ID of the character executing a command, the virtual unit space ID of the virtual unit space in which the character exists, and the command (last command information) executed by the character just before the character reaches the virtual unit space, and cause the character to execute a predetermined motion based on the motion information.
[0144] Furthermore, the action control unit 18 can cause each of the first character and the other character to act in the virtual space 100, and when the location of the first character and the location of the other character are in the same virtual unit space, can cause at least one of the first character and the other character to execute a predetermined action, prior to the command and execution order set by the command setting unit 14. In this case, the action control unit 18 can control the action of at least one of the first character and the other character based on at least one selected from the group consisting of a combination of the features of the first character and the features of the other character, a command executed before the first character is located in the same virtual unit space as the other character, and a command executed before the other character is located in the same virtual unit space as the first character.
[0145] For example, when the first character and the other character exist in the same virtual unit space, the motion control unit 18 refers to motion information stored in the character interference information storage unit 223 in association with the character ID of the first character executing a command and the other character ID of the other character, and makes the first character and / or the other character execute a motion indicated by the content of the motion information. The motion control unit 18 may also acquire motion information stored in the character interference information storage unit 223 in association with the first character ID of the first character executing a command and the other character ID of the other character, and with a command executed immediately before the first character reaches the virtual unit space in which the first character exists (immediate command information of the first character) and / or a command executed immediately before the other character reaches the virtual unit space (immediate command information of the other character), and make the first character and / or the other character execute a predetermined motion based on the motion information.
[0146] The motion control unit 18 can control the motion of the character based on the characteristics of the character and the characteristics of the object arranged at the position where the character is present. As an example, the motion control unit 18 acquires motion information stored in the object interference information storage unit 226 in association with the character ID of the character executing a command and the object ID of the object arranged in the virtual unit space in which the character exists. Then, the motion control unit 18 refers to the acquired motion information and causes the character to execute a motion indicated by the content of the motion information. The motion control unit 18 may also acquire motion information stored in the object interference information storage unit 226 in association with the character ID of the character executing a command, the object ID of the object arranged in the virtual unit space in which the character exists, and the command (last command information) executed by the character immediately before the character reaches the virtual unit space, and cause the character to execute a predetermined motion based on the motion information.
[0147] In addition, when a character exists in one virtual unit space and another character exists in another virtual unit space adjacent to the one virtual unit space and associated with the generation of a derived object, the action control unit 18 can also control the action of the other character based on the characteristics of the other character and the characteristics of the derived object. For example, when another character exists in another virtual unit space adjacent to the one virtual unit space in which the one character exists, and an instruction is set by the instruction setting unit 14 for the one character to execute a predetermined action in the one virtual unit space (for example, an action that exerts a predetermined effect toward the other virtual unit space), the action control unit 18 causes the other character to execute a predetermined action. That is, the action control unit 18 may acquire action information stored in the object interference information storage unit 226 in association with the other character ID and the object ID of the derived object, and cause the other character to execute a predetermined action based on the acquired action information.
[0148] <Example 1 of behavior based on the relationship between derived objects and characters> For example, the command setting unit 14 sets a command for one character to generate a derived object specific to the one character in another virtual unit space adjacent to the one virtual unit space when the one character reaches the one virtual unit space. In this case, when the one character reaches the one virtual unit space and the other character reaches the other virtual unit space, the action control unit 18 executes a predetermined action in accordance with the type of the other character and the type of the derived object, giving priority to the command set for the other character. That is, the action control unit 18 acquires action information stored in the object interference information storage unit 226 in association with the other character ID of the other character and the object ID of the derived object placed in the virtual unit space in which the other character exists. As an example, this action information is information including the content that the derived object specific to the one character is a derived object representing "electric shock" corresponding to the technique "electric shock" of the one character, and the other character executes a paralyzing action by the derived object of this "electric shock". Therefore, the action control unit 18 executes a paralyzing action on the other character.
[0149] <Example 2 of behavior based on the relationship between derived objects and objects> For example, take a case where command setting unit 14 sets a command for one character to generate a derived object specific to the one character in another virtual unit space adjacent to the one virtual unit space when the one character reaches the one virtual unit space. In this case, when the one character reaches the one virtual unit space and a predetermined object exists in the other virtual unit space, action control unit 18 exerts a predetermined effect on the predetermined object according to the type of the predetermined object and the type of the derived object.
[0150] In this case, the object interference information storage unit 226 can store the motion information including the effect on the predetermined object in association with the character ID of the character and the object ID of the derived object. Then, the motion control unit 18 acquires the motion information stored in the object interference information storage unit 226. As an example, the motion information is information including the content that the derived object specific to the character is a derived object representing "flame" corresponding to the technique "breathing fire" of the character, and the predetermined object is burned by the derived object of "flame". Therefore, the motion control unit 18 generates a state in which the predetermined object is burned.
[0151] In addition, the motion control unit 18 may execute a predetermined motion when it determines that the command set by the command setting unit 14 cannot be executed in the virtual unit space where the character is located or the destination of the movement. For example, the character cannot move outside the virtual space 100. That is, the outer edge of the virtual space 100 functions as an "invisible wall" or an "invisible floor / ceiling" for the character in the virtual space 100. Therefore, when the character moves in the virtual space 100 according to the command set by the command setting unit 14 and a situation occurs where the character cannot interfere, such as the outer edge of the virtual space 100 or a virtual unit space where an indestructible object is located, the motion control unit 18 causes the character to execute a predetermined motion. Examples of the predetermined motion include a motion to stay in place, a motion to move backward along the path that the character has moved, a motion to change the direction of movement, and the like.
[0152] (Judgment section 26) The determination unit 26 sets the same or different predetermined conditions for each of the multiple users, and determines whether or not the predetermined conditions are satisfied as a result of each of the characters of each user operating in the virtual space 100 according to the commands and the execution order of the commands set for each user. The determination unit 26 displays the determination result on the output unit 20 of the information terminal of each user. When the predetermined conditions are satisfied, the determination unit 26 may generate a predetermined effect for each user. The predetermined effect may be, for example, an effect of granting a predetermined reward to each user, an effect of granting a predetermined experience value or the like to each user's character, and / or an effect of associating (or not associating) a predetermined area with a user depending on the degree of achievement of a goal.
[0153] The predetermined conditions are conditions that must be met within a predetermined area, including, but not limited to, the following conditions: (1) A condition for one character of one user to reach a predetermined location in another area from one area (for example, a location where a predetermined virtual unit space is set as the goal). (2) A condition in which one character of one user attacks another character of another user, reducing the HP of the other character to zero. (3) A condition in which other characters of other users are surrounded by a specified object, making it impossible for the other characters to move within the virtual space 100. (4) Conditions for destroying a given object. (5) A condition for preventing other characters of other users from entering one area of one user for a specified period of time. (6) A condition in which one character of one user cooperates with another character of another user to destroy a specified object or to enable the movement of a specified character that has been placed in a specified area in advance and has its movement restricted within that area.
[0154] Below, a specific example will be given for explanation.
[0155] <Setting goal example 1: Cooperative play 1> A goal can be set in which one character of one user and another character of another user cooperate to erase an object placed in a predetermined area in the virtual space 100. For example, the placement unit 12 places an object in a predetermined area in the virtual space 100. It is assumed that this object is an "ice" object (hereinafter, referred to as an "ice object"). It is also assumed that the object interference information storage unit 226 stores motion information including an effect on the ice object in association with two or more predetermined character IDs and object IDs of two or more derived objects. Here, it is assumed that each character corresponding to two or more predetermined character IDs has a technique related to heat such as "flame" or "fire". In this case, the motion information is information including the content that the derived object of the one character is a derived object representing "flame" corresponding to the technique "breathing fire" of the one character, the derived object of the other character is a derived object representing "sparks" corresponding to the technique "shinoko" of the other character, and the ice object melts due to two or more derived objects of "flame" and "sparks". That is, as an example, the motion information is motion information that, when two or more derived objects representing predetermined techniques (for example, a "fire-breathing" technique or a "cypress" technique, etc.) of two or more characters corresponding to two or more predetermined character IDs overlap an ice object, the ice object melts and disappears. Here, it is assumed that the two or more predetermined character IDs include the character ID of one character and the character ID of another character.
[0156] In this case, the placement unit 12 first places a first character in a predetermined virtual unit space of a first area in response to an instruction from a first user (this placement position is referred to as a "first action start position"). Here, the first character has a "fire spitting" technique. Next, the command setting unit 14 sets a command for the first character to move from the first action start position to a virtual unit space adjacent to the virtual unit space in which the ice object exists, and activate a technique on the ice object (i.e., a command for generating a derived object unique to the first character), in response to an instruction from the first user. Similarly, the placement unit 12 places another character in a predetermined virtual unit space of another area in response to an instruction from another user (this placement position is referred to as a "second action start position"). This other character has a "hinoko" technique. Next, the command setting unit 14 sets a command for the other character to move from the other action start position to a virtual unit space adjacent to the virtual unit space in which the ice object exists, and activate a technique on the ice object (i.e., a command for generating a derived object unique to the other character), in response to an instruction from the other user.
[0157] Then, the action control unit 18 operates the one character based on the set command and the execution order of the commands in response to an instruction for command execution by a one user received via the execution receiving unit 16 for the one character. The action control unit 18 operates the other characters in the same manner. When the one character reaches a virtual unit space adjacent to the ice object, the action control unit 18 generates a derived object of the one character (e.g., an object for a "fire-breathing" technique) on the ice object. Furthermore, when another character reaches a virtual unit space adjacent to the ice object, the action control unit 18 generates a derived object of the other character (e.g., an object for a "cypress" technique) on the ice object.
[0158] That is, the action control unit 18 acquires action information including an effect on the ice object stored in the object interference information storage unit 226 in association with the character ID of one character, the character ID of another character, and the object ID of the derived object. Then, the action control unit 18 causes the ice object to execute an action that melts and disappears. The determination unit 26 determines whether the ice object has been erased from the virtual space 100, and if erased, generates a predetermined effect for each user (for example, granting a predetermined reward to each user).
[0159] <Setting goal example 2: Cooperative play 2> A goal can be set in which one character of one user and another character of another user cooperate with each other to generate a predetermined effect on a predetermined character placed in a predetermined area in the virtual space 100. For example, the placement unit 12 places a predetermined character (hereinafter referred to as a "target character") in a predetermined area in the virtual space 100. The target character is assumed to be a character that "evolves" in the presence of "water." The object interference information storage unit 226 stores action information including an effect on a virtual unit space adjacent to the character in association with two or more predetermined character IDs and two or more object IDs of derived objects. Here, it is assumed that one character among the characters corresponding to two or more predetermined character IDs has a technique related to heat such as "flame" or "fire," and the other character has a technique related to "ice" or the like. In this case, the action information includes information in which the derived object of one character is a derived object representing "flame" corresponding to the one character's technique "fire-breathing", the derived object of another character is a derived object representing "ice block" (or blizzard) corresponding to the other character's technique "ice", and the target character evolves due to water generated by the derived objects of "flame" and "ice block". In other words, the action information is, for example, action information in which the target character evolves when two or more derived objects representing predetermined techniques (e.g., a "fire-breathing" technique and an "ice" technique, etc.) of two or more characters corresponding to two or more predetermined character IDs overlap with the target character. Here, it is assumed that the two or more predetermined character IDs include the character ID of one character and the character ID of the other character.
[0160] In this case, the placement unit 12 first places a first character at a first action start position in a first area in response to an instruction from a first user. Here, the first character has a "fire-breathing" technique. Next, the command setting unit 14 sets a command to move the first character from the first action start position to a virtual unit space adjacent to the virtual unit space in which the target character exists, in response to an instruction from the first user, and to activate the technique on the target character. Similarly, the placement unit 12 places another character at another action start position in another area in response to an instruction from another user. This other character has a "ice" technique. Next, the command setting unit 14 sets a command to move the other character from the other action start position to a virtual unit space adjacent to the virtual unit space in which the target character exists, in response to an instruction from the other user, and to activate the technique on the target character.
[0161] Then, the action control unit 18 operates the one character based on the set command and the execution order of the commands in response to an instruction for command execution by a one user received via the execution receiving unit 16 for the one character. The action control unit 18 operates the other characters in the same manner. When the one character reaches a virtual unit space adjacent to the target character, the action control unit 18 generates a derived object of the one character (e.g., an object of a "fire-breathing" technique) on the target character. Furthermore, when the other character reaches a virtual unit space adjacent to the target character, the action control unit 18 generates a derived object of the other character (e.g., an object of a "ice" technique) on the target character.
[0162] That is, the action control unit 18 acquires action information including an effect on a target character stored in the object interference information storage unit 226 in association with the character ID of the one character, the character ID of the other character, and the object ID of the derived object. Then, the action control unit 18 causes the target character to execute an action in which an ice block, which is a derived object of the other character, is melted by the fire of the one character to produce water, thereby evolving the target character. The determination unit 26 determines whether the target character has evolved, and if so, generates a predetermined effect for each user.
[0163] In addition, if the target character is a character that "evolves" in the presence of "water", the method of evolving the target character is not limited to the above. For example, a character with a skill of "spitting water" can be used to activate the skill on the target character, or an environmental object such as a "waterfall" or a "river" can be placed in the virtual unit space around the target character to evolve the target character, or an environmental object such as a "mountain" can be placed in the virtual unit space around the target character to capture the target character. In other words, in the simulation system 1, each user can enjoy the process of achieving a set goal by making full use of various skills of various characters and / or objects with various characteristics.
[0164] <Set goal example 3: Reaching a specific point in another area> A goal can be set for one character of one user to reach a predetermined virtual unit space (hereinafter referred to as a "goal point") in another area of another user. In this case, the command setting unit 14 sets a command for one character to proceed from an action start position in one area toward the goal point and an execution sequence of the command in response to an instruction from one user. On the other hand, the command setting unit 14 sets a command for placing a predetermined object in another area and a command for another character to perform a predetermined action and an execution sequence of the command in response to an instruction from another user, with the aim of preventing the one character from reaching the goal point. The command set for the other character is, for example, a command determined by another user in anticipation of the course of the one character, such as an action command for preventing the progress of the one character on the predicted course of the one character or an command for surrounding the one character with a plurality of other characters.
[0165] Then, the action control unit 18 operates the one character based on the set command and the execution order of the commands in response to an instruction for command execution by the one user received via the execution receiving unit 16 for the one character. The action control unit 18 operates the other characters in the same manner. When the one character reaches the goal point, avoiding obstruction by other characters or objects, the determination unit 26 determines that the one character has achieved the goal, and generates a predetermined effect for the one user. On the other hand, when the determination unit 26 determines that the one character has not reached the goal point due to obstruction by other characters or objects, it determines that the one character has not achieved the goal, and generates a predetermined effect for the other users.
[0166] <Set goal example 4: Reduce other characters' HP to zero> A goal can be set such that one character of one user uses a technique on another character of another user, reducing the HP of the other character to zero or to a predetermined value or less. In this case, as an example, the command setting unit 14, in response to an instruction from one user, sets a command and an execution sequence of the command for one character to advance from one action start position in one area toward a virtual unit space in which another character exists and use a technique on the other character when the character reaches a virtual unit space adjacent to this virtual unit space.
[0167] Then, the action control unit 18 operates the one character based on the set command and the execution order of the command in response to an instruction of the one character by the one user received via the execution receiving unit 16. When the one character reaches a virtual unit space adjacent to a virtual unit space in which another character exists and activates a technique on the other character, the determination unit 26 determines whether the HP of the other character has become zero by the technique or whether the HP has become a predetermined value or less. For example, the determination unit 26 refers to the character information storage unit 220 and determines whether the HP of the other character has become zero by the technique or whether the HP has become a predetermined value or less based on the "HP amount of the other character that can be reduced by the technique of the one character" stored in association with the character ID of the one character and the HP of the other character stored in association with the character ID of the other character. When the HP of the other character has become zero or the predetermined value or less, the determination unit 26 determines that the one character has achieved the goal and generates a predetermined effect on the one user. On the other hand, if the HP of another character does not become zero or does not fall below a predetermined value, the judgment unit 26 may determine that the one character did not achieve the goal and cause a predetermined effect to occur to the other user.
[0168] (Method of executing a simulation in the simulation system 1) There are no particular limitations on the execution of instructions and the flow of processing in the simulation system 1, but for example, execution can be in any one of a real-time system, a turn-based system, and a hybrid system of a real-time system and a turn-based system.
[0169] <Real-time system> Fig. 7 shows an example of an outline of a process flow when the process of the simulation system according to this embodiment is a real-time system. In Fig. 7, the simulation system 1 includes an information terminal A of a user A having an input unit 10 and an output unit 20, an information terminal B of a user B having an input unit 10 and an output unit 20, and a server having other components including at least an output control unit 21, except for the input unit 10 and the output unit 20, and executes a simulation. Note that in the process via a network, a process (waiting process, etc.) is required that takes into account delay times (lags) due to differences in line speeds of the lines used by each user, but the description of such a process is omitted here for the sake of simplicity.
[0170] 7, time progresses from left to right, and "Fx" (x is a positive integer) indicates a frame. That is, in the real-time system, the simulation system 1 handles time in the virtual space 100 in frame units (units obtained by dividing one second into multiple units) and manages time in frame units.
[0171] First, in the real-time system, the simulation system 1 constantly executes commands at a fixed cycle in the virtual space 100. That is, the simulation system 1 executes various processes in real time, accepts commands for characters and / or objects from each user at any timing, and after accepting an instruction to execute a command from each user at any timing, operates each character and / or object in real time.
[0172] Specifically, the output control unit 21 supplies snapshots indicating the state of the virtual space 100 to the information terminal A and the information terminal B at a certain timing. The output units 20 of the information terminal A and the information terminal B each perform rendering based on the snapshot and output the state of the virtual space 100. For example, the output control unit 21 generates a snapshot indicating the state of the virtual space 100 in a first frame (F1) at a certain timing T1 and supplies it to the information terminal A and the information terminal B. The output units 20 of the information terminal A and the information terminal B output the state of the virtual space 100 based on the received snapshot. The output control unit 21 sequentially generates snapshots of the virtual space 100 at a predetermined timing and supplies them to the information terminal A and the information terminal B. In the example of FIG. 7, the output control unit 21 generates a snapshot of the virtual space 100 of a frame Fx at each predetermined timing Tx (x is a positive number) and supplies it to the information terminal A and the information terminal B.
[0173] For example, in the first frame F1, the command setting unit 14 accepts an instruction from the user A and sets a predetermined command for the character A and object A (obstacle) owned by the user A (D1). The predetermined command is, for example, a command to place the character A in a predetermined virtual unit space of the area A associated with the user A and to have the character A execute three actions in sequence (for example, one action is executed in one frame), and a command to place the object A in the predetermined virtual unit space of the area A. Similarly, in the first frame F1, the command setting unit 14 accepts an instruction from the user B and sets a predetermined command for the character B and object B (obstacle) owned by the user B (D8). The predetermined command is, for example, a command to place the character B in a predetermined virtual unit space of the area B associated with the user B and to have the character B execute three actions in sequence (for example, one action is executed in one frame), and a command to place the object B in the predetermined virtual unit space of the area B. The command setting unit 14 receives instructions from the user A and the user B, and sets these commands in the first frame F1.
[0174] Next, the execution receiving unit 16 receives an execution instruction (D2) of a command from the user A via the input unit 10. The execution receiving unit 16 also receives an execution instruction (D9) of a command from the user B via the input unit 10. The execution receiving unit 16 receives the execution instruction at any timing of each user. In the example of FIG. 7, the execution receiving unit 16 receives an execution instruction of the user A in the third frame F3, and receives an execution instruction of the user B in the fourth frame F4. Then, when the execution receiving unit 16 receives an execution instruction from the user A in the third frame F3, the movement control unit 18 operates the character A in the virtual space 100 based on the command and execution order set by the command setting unit 14, and places the object A in the virtual unit space specified by the user A. Similarly, when the execution receiving unit 16 receives an execution instruction from user B in the fourth frame F4, the action control unit 18 moves character B within the virtual space 100 based on the command and execution order set by the command setting unit 14, and places object B in the virtual unit space specified by user B.
[0175] Then, the output control unit 21 generates snapshots indicating the states of character A and object A, and character B and object B, controlled by the action control unit 18, in the virtual space 100, in a fourth frame F4, a fifth frame F5, a sixth frame F6, and a seventh frame F7, respectively. Then, the output control unit 21 supplies the snapshot of the fourth frame F4 at timing T4, the snapshot of the fifth frame F5 at timing T5, the snapshot of the sixth frame F6 at timing T6, and the snapshot of the seventh frame F7 at timing T7 to the information terminal A and the information terminal B.
[0176] Then, the output units 20 of information terminal A and information terminal B each output a state in which character A sequentially performs the three actions from the fourth frame F4 to the sixth frame F6 and object A is placed in a predetermined virtual unit section in the fourth frame F4 (D3), and also output a state in which character B sequentially performs the three actions from the fifth frame F5 to the seventh frame F7 and object B is placed in a predetermined virtual unit space in the fifth frame F5 (D10).
[0177] That is, each time the execution receiving unit 16 receives an instruction to execute a command from each user, the output control unit 21 generates a snapshot of the status of the virtual space 100 reflecting the results of executing the command from each user, and outputs the status of the virtual space 100 to the output units 20 of information terminal A and information terminal B.
[0178] Furthermore, when the execution receiving unit 16 receives a command stop instruction (D4) from user A via the input unit 10, the operation control unit 18 stops the execution of the command set by the command setting unit 14. That is, in the simulation system 1, the command can be stopped at any timing of the user's choice. Then, the output control unit 21 generates a snapshot of the state of the virtual space 100 after the command is stopped (generated in the seventh frame F7 in FIG. 7. The snapshot also includes the states of character B and object B), and causes the output units 20 of information terminal A and information terminal B to output the state of the virtual space 100 (output in the eighth frame in FIG. 7).
[0179] In the same manner as above, for example, in the ninth frame F9 of Fig. 7, after the command setting unit 14 sets (D5) a command (for example, a command to place a specific object A in a specific virtual unit space in area A based on the designation of user A), the execution receiving unit 16 receives an execution instruction (D6) of the command from user A in the tenth frame. In this case, the output control unit 21 generates a snapshot in the tenth frame F10 showing a state in which the operation control unit 18 places object A in the specific virtual unit space, and supplies the snapshot to information terminal A and information terminal B at timing T11 (i.e., eleventh frame F11). The output units 20 of information terminal A and information terminal B output a state (D7) in which object A is placed in the specific virtual unit space of area A based on the snapshot (eleventh frame F11).
[0180] When the execution receiving unit 16 receives an instruction to stop command execution from the user via the input unit 10, if there is an unexecuted command among the commands set by the command setting unit 14, the unexecuted command can be left as is. When the execution receiving unit 16 receives an instruction to start command execution again, the unexecuted command can be resumed. Also, when the execution receiving unit 16 receives an instruction to stop command execution from the user and there is an unexecuted command, the command setting unit 14 can also receive the setting of a new command from the user and overwrite the unexecuted command with the new command.
[0181] In this way, when the simulation system 1 operates in real time, if a user stops the execution of an instruction for a character, the character will maintain a stopped state in the virtual space 100 unless the execution of the instruction is resumed, a new instruction is set, or the instruction once set is changed and the execution of the changed instruction is started. Meanwhile, in this state, other characters of other users can freely move according to the instructions of the other users. Also, even while one user is setting an instruction, the other user can execute the instruction that has already been set. Therefore, in the simulation system 1, not only can one user and another user consider what action to make the character, but also each user can enjoy a simulation with strategy and bargaining that requires each user to predict the action and timing of the other user's character to start what action at what timing, and further, the instantaneous change of the movement of the own character according to the movement of the other user's character.
[0182] Furthermore, when the simulation system 1 operates in real time, the execution timing of the commands set for the characters and objects can be arbitrarily determined by the user. Therefore, for example, a plurality of commands and execution orders of the commands can be set for a plurality of characters and / or a plurality of objects, and all the commands can be executed at one timing (that is, the commands can be accumulated and all the commands can be executed at one timing), or only one command can be set for one character, and the command can be executed sequentially each time the command is set. As a result, in the simulation system 1, for example, when a goal set for one user is to have the one character invade another area of another user, the other user can set commands to place a plurality of other characters and a plurality of other objects near the boundary between the other area and the one area, and can enjoy bargaining by having all the set commands executed at the timing when the one character is expected to approach the vicinity of the boundary.
[0183] <Turn-based> 8 shows an example of an outline of the flow of processing in a turn-based simulation system according to this embodiment, in which time progresses from left to right.
[0184] The simulation system 1 can execute processing in a turn-based manner. That is, the simulation system 1 can execute a simulation in a turn-based manner that combines a turn (setting phase) for setting commands and the execution order of the commands, and a turn (execution phase) for executing the set commands. In this case, the simulation system 1 repeatedly executes turns consisting of a setting phase and an execution phase. Therefore, in the turn-based manner, the simulation system 1 simultaneously operates each character and / or each object in the execution phase based on the commands of each user set in the setting phase.
[0185] As shown in FIG. 8, in the turn-based simulation system 1, the simulation system 1 is executed with a plurality of turns. That is, a plurality of turns x (x is a positive integer) are provided, and each turn includes a setting phase and an execution phase. In the setting phase, each user can set one or more commands and the execution order of the commands for the character and / or object owned by the user. Also, the execution phase is configured with a plurality of frames. In the example of FIG. 8, the execution phase is configured with three frames, but the number of frames is not limited to three, and may be one or more. Here, the command setting unit 14 can set a frame for making the character appear in the virtual space 100, a frame for making the object appear in the virtual space 100, and a frame for making the character and object execute the command set thereto, according to an instruction from the user.
[0186] In the example of FIG. 8, first, in the setting phase of turn 1, the command setting unit 14 accepts an instruction from user A and sets a predetermined command for the character A and object A (obstacle) owned by user A (D11). The predetermined command is, for example, a command to place character A in a predetermined virtual unit space of area A associated with user A and to have character A execute three actions consecutively (for example, a command to execute one action in each of the first frame F1 to the third frame F3 of the execution phase of turn 1), and a command to place object A in a predetermined virtual unit space of area A (for example, a command to place in the first frame of the execution phase). In addition, the command setting unit 14 accepts an instruction from user B and sets a predetermined command for character B and object B (obstacle) owned by user B (D12). The specified command is, for example, a command to place character B in a specified virtual unit space of area B associated with user B and to have character B perform two actions consecutively (for example, a command to perform one action in each of the second frame F2 and the third frame F3 of the execution phase of turn 1), and a command to place object B in a specified virtual unit space of area B (for example, a command to place in the third frame of the execution phase).
[0187] Next, in the execution phase of turn 1, the commands set in the setting phase of turn 1 are executed. In the example of Fig. 8, character A executes three actions in sequence starting from the first frame F1, character B executes two actions in sequence starting from the second frame F2, object A is placed in a predetermined virtual unit space of area A in the first frame F1, and object B is placed in a predetermined virtual unit space of area B in the third frame F3.
[0188] Next, the setting phase of turn 2 is executed. In the example of FIG. 8, only user B sets a predetermined command (D13). This predetermined command is, for example, a command to place an object in a predetermined frame among the multiple frames constituting the execution phase of turn 2 (for example, a command to place an object in a predetermined virtual unit space of area B in the second frame F2 of the execution phase of turn 2). In this case, when the execution phase of turn 2 is executed, the operation control unit 18 places an object in the predetermined virtual unit space of area B in the second frame of the execution phase of turn 2 (D14). The output unit 20 of the information terminal A of user A and the information terminal B of user B each output the state of the execution phase.
[0189] Here, in the setting phase of each turn, the output control unit 21 can cause the information terminal of one user to output the movement of another character of another user in the next execution phase (i.e., the execution phase in which the contents of the setting phase are executed) However, when one character of one user interferes with another character, the output control unit 21 may not output the movement of the other character in the next execution phase in order to prevent each user from realizing what kind of interference will occur.
[0190] The switching from the setting phase to the execution phase of each turn may be triggered by the passage of a predetermined time, or by the receipt of an instruction to execute a command from all users after all users have set commands and the execution order of the commands in the setting phase. Also, a limit may be set on the number of commands that can be set for each turn and the number of characters and / or objects that can be used. Furthermore, an upper limit may be set on the number of turns. For example, a goal to be achieved may be set for each user, and an upper limit may be set on the number of turns required to achieve the goal. If the user is unable to achieve the goal within the upper limit on the number of turns, the simulation system 1 may stop the execution of the simulation.
[0191] Also, in the setting phase of each turn, multiple users may be able to set commands simultaneously, or multiple users may be able to set commands in a predetermined order. If multiple users are able to set commands in a predetermined order in the setting phase of one turn, it is preferable to reverse the order in the setting phase of the next turn. That is, if user A sets a command first in the setting phase of one turn and user B sets a command next, user B sets a command first in the setting phase of the next turn, and then user A can set a command.
[0192] <Hybrid system> The simulation system 1 can also execute commands and process flow in a hybrid system of real-time and turn-based systems. For example, when the simulation system 1 executes processing in real-time and there is a user who satisfies a predetermined condition, the simulation system 1 can set a time period during which only that user can set commands for that user's character, set the execution order of the commands, and execute the commands. The predetermined condition can be, for example, the consumption of a predetermined item or the consumption of virtual currency that can be used in the simulation system 1.
[0193] [Processing flow of simulation system 1] Fig. 9 shows an example of a process flow in the simulation system according to this embodiment. In Fig. 9, an example in which one user (hereinafter simply referred to as "user") executes a simulation in the simulation system together with other users is described from the viewpoint of the one user. It is also assumed that the user has a predetermined condition set to be achieved using the character owned by the user.
[0194] First, the output unit 20 of the user's information terminal is controlled by the output control unit 21, refers to the character information storage unit 220 and / or the object information storage unit 225, and outputs the characters and / or objects perceptibly to the user (for example, this refers to displaying them on the display unit of the information terminal. The same applies below). Then, the input unit 10 receives an instruction from the user to select one or more characters and / or objects to be operated in the virtual space 100 from the output characters and / or objects. Also, the output unit 20 outputs the virtual space 100 and a plurality of virtual unit spaces 110 constituting the virtual space 100 perceptibly to the user. Then, the input unit 10 receives an instruction from the user to select a virtual unit space 110 in which the characters and / or objects are to be placed from the output virtual unit spaces 110. In this case, when a plurality of characters and / or a plurality of objects exist, the input unit 10 receives a designation of a position in the virtual unit space 110 in which the characters and / or objects are to be placed for each of the plurality of characters and / or a plurality of objects (step 10. Hereinafter, step is represented as "S").
[0195] The arrangement unit 12 checks whether or not a specified position (hereinafter, referred to as a "specified position") of the virtual unit space 110 exists within an area (own area) associated with the user (S12). If there is a character and / or object that does not have a specified position within the own area (No in S12), the arrangement unit 12 requests the user to re-set the specified position so that the specified position of the character and / or object is within the own area (S10). On the other hand, if there is a specified position for each character and / or object within the own area (Yes in S12), the arrangement unit 12 arranges each of the one or more characters and / or objects in a predetermined virtual unit space 110 in response to the instruction to select one or more characters and / or objects received by the input unit 10 and the designation of the position in the virtual unit space 110 in which the one or more characters and / or objects are to be arranged.
[0196] Next, the command setting unit 14 outputs various commands stored in the command information storage unit 222 from the output unit 20 so that they can be perceived by the user. The command setting unit 14 sets one or more commands to be executed in the virtual space 100 and the execution order of the commands for each of one or more characters arranged in the virtual unit space 110 in response to an instruction from the user who is referring to the output command (S14). Then, when the execution receiving unit 16 receives an instruction to execute a command from the user via the input unit 10 (Yes in S16), the action control unit 18 starts the action of the character according to the command and the execution order of the commands set for the character by the command setting unit 14 (S18). On the other hand, when the execution receiving unit 16 does not receive an instruction to execute a command from the user via the input unit 10, it waits until it receives the execution instruction (No in S16). Note that, when the simulation system 1 operates in real time, a user different from the user can freely set commands and / or execute commands independently of the operation of the user.
[0197] Here, when the action control unit 18 receives an instruction to stop command execution from the user via the input unit 10 (Yes in S20), it stops the command being executed. Then, when the action control unit 14 receives an instruction to change the command via the input unit 10 (Yes in S22), it changes some or all of the commands set for the character and / or object (S14). On the other hand, when the action control unit 14 receives an instruction not to change the command via the input unit 10 (No in S22), the action control unit 18 waits for the execution of the command set for the character and / or object until it receives an instruction to execute the command (i.e., an instruction to resume execution of the command) (No in S24). Then, when the action control unit 18 receives an instruction to execute the command from the user via the input unit 10 (Yes in S24), it resumes the execution of the command set for the character and / or object, and continues the action based on the command (S26). Also, when there is no instruction to stop command execution from the user (No in S20), the action control unit 18 continues the action based on the command (S26).
[0198] Then, when interference occurs between the character operating in virtual space 100 in response to the command and another character, object, and / or predetermined virtual unit space 110 (Yes in S28), the motion control unit 18 causes the character to execute a predetermined motion based on the relationship between the character and the other character, object, and / or predetermined virtual unit space 110 (S30). The motion control unit 18 causes the character to execute a predetermined motion based on the motion information stored in the character interference information storage unit 223, the spatial interference information storage unit 224, and / or the object interference information storage unit 226. Examples of the predetermined motion include the various motions described above.
[0199] Then, the action control unit 18 makes the character execute the action based on the interference, and then makes the character continue the command set by the command setting unit 14 (S32). Note that, after making the character execute the action based on the interference, the action control unit 18 may cancel the command set by the command setting unit 14 and make the character execute a predetermined action. On the other hand, if no interference occurs between the character operating in the virtual space 100 according to the command and another character, an object, and / or a predetermined virtual unit space 110 (No in S28), the action control unit 18 makes the character continue the command set by the command setting unit 14 (S32). Next, when the execution of the command set by the command setting unit 14 is completed, the action control unit 18 stops the action of the character (S34).
[0200] Next, the determination unit 26 determines whether or not the action of the character satisfies a predetermined condition set by the user (S36). If the determination unit 26 determines that the predetermined condition is satisfied (Yes in S36), it causes a predetermined effect to occur for the user (S38). Then, after the predetermined effect is caused, the simulation system 1 ends its operation (S40). Also, if the determination unit 26 determines that the predetermined condition is not satisfied (No in S36), the simulation system 1 ends its operation (S40).
[0201] [Simulation program] Each of the components of the simulation system 1 according to this embodiment shown in Figures 1 to 9 can be realized by executing a program (i.e., a simulation program) in a processor such as a central processing unit (CPU), that is, by software processing. Also, each of the components can be realized by writing a program in advance into hardware as an electronic component such as an integrated circuit (IC). Note that software and hardware can also be used in combination.
[0202] The simulation program according to the present embodiment can be incorporated in advance in, for example, an IC or a ROM. The simulation program can also be provided as a computer program by recording the program in an installable or executable file format on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or a DVD. Furthermore, the simulation program can be stored in advance in a computer connected to a communication network such as the Internet, and provided by downloading via the communication network.
[0203] The simulation program of this embodiment acts on a CPU and the like to cause the simulation program to function as the input section 10, placement section 12, command setting section 14, execution receiving section 16, action control section 18, output section 20, output control section 21, storage unit 22, editing section 24, judgment section 26, character information storage section 220, unit space information storage section 221, command information storage section 222, character interference information storage section 223, spatial interference information storage section 224, object information storage section 225, object interference information storage section 226, action sequence information storage section 227, and user information storage section 228, which are described in Figures 1 to 9.
[0204] [Effects of the embodiment] In the simulation system 1 according to the present embodiment, each of the multiple users can freely set commands for the character's actions and the execution order of the commands for the character that can move in the virtual space 100 for the user's own character. In the simulation system 1, when interference occurs between the character and other characters, objects, and / or the virtual unit space 110 in the virtual space, the command set by each user is given priority and the character can be made to execute a predetermined action. In this way, whereas a command set once was faithfully executed as is in the past, the simulation system 1 can make the character execute an action different from the command depending on the interaction between the character and other characters, etc. Therefore, according to the simulation system 1, each user can simultaneously enjoy watching the character execute an action different from the command set by the user.
[0205] Furthermore, in the simulation system 1, each user can have the character execute various actions that are unexpected by various combinations such as a combination of one character with another character, a combination of one character with an object, and / or a combination of one character with a virtual unit space, etc. Therefore, in the simulation system 1, each user can enjoy what actions the character will execute, that is, enjoy simulating the character's actions by trial and error with the various combinations.
[0206] Furthermore, in the simulation system 1, the virtual space 100 can be divided into a plurality of areas, and a plurality of users can be associated with each of the areas. Then, a user can place his / her own character and / or object in the area associated with him / her, and set one or more commands to move the character to other areas not associated with him / her. In this way, the simulation system 1 can cause interference between the character and object of a user and other characters and / or objects of other users in other areas where the user cannot place the character and object, and the user can enjoy the simulation by assuming changes in the behavior of the character that cannot be predicted from the commands set for the character of the user.
[0207] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the invention according to the claims. It should be noted that not all of the combinations of features described in the embodiments are essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied alone, or may be divided into multiple parts such as program parts and hardware parts and applied. [Explanation of symbols]
[0208] 1 Simulation system 10 Input section 12 Placement section 14 Command setting section 16 Execution reception section 18 Motion control section 20 Output section 21 Output control section 22 Storage Unit 24 Editorial Department 26 Judgment section 50, 52, 54, 54a, 54b, 54c, 56 characters 60, 60a Object 100 Virtual Space Areas 101, 101a, 101b, 101c 102 Bottom surface 110, 110a, 110b Virtual unit space 111, 111a, 111b, 111c, 111d, 111e, 111f, 111g, 111h, 111i, 111j, 111k, 111l, 111m, 111n Virtual unit space 220 Character information storage section 221 Unit space information storage unit 222 Command information storage section 223 Character Interference Information Storage Unit 224 Spatial interference information storage unit 225 Object Information Storage Unit 226 Object Interference Information Storage Unit 227 Operation sequence information storage section 228 User information storage section 300 instructions
Claims
1. a command setting unit that can set one or more commands to each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; Equipped with the command setting unit is capable of setting the command and the execution order for each of one or more characters based on an instruction from each user associated with each character; the action control unit receives an instruction from a first user and operates a first character associated with the first user in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and receives an instruction from a second user and operates a second character associated with the second user in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; the action control unit stops an action of a character owned by the user that is moving in the virtual space based on a stop instruction from the user; The command setting unit receives settings of new commands and execution orders in place of the commands and execution orders set for the stopped character.
2. 2. The simulation system according to claim 1, wherein, when the positional relationship of the second character with respect to the first character in the virtual space satisfies a predetermined condition, the action control unit causes at least one of the first character and the second character to execute a predetermined action, taking precedence over the action based on the command set by the command setting unit for the first character and the command set for the second character.
3. a placement unit for placing an object in the virtual unit space; Further comprising: the virtual space is configured to have a plurality of areas each consisting of one or more of the virtual unit spaces, each of the plurality of areas being associated with each of the plurality of users; A simulation system as described in claim 1 or 2, wherein the placement unit permits the placement of the object owned by the first user within a first area corresponding to the first user, and prohibits the placement of the object within a second area not corresponding to the first user.
4. a command setting unit that can set one or more commands to each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; a placement unit for placing a character in the virtual unit space; Equipped with the command setting unit is capable of setting the command and the execution order for each of one or more characters based on an instruction from each user associated with each character; the action control unit receives an instruction from a first user and operates a first character associated with the first user in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and receives an instruction from a second user and operates a second character associated with the second user in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; the virtual space is configured to have a plurality of areas each consisting of one or more of the virtual unit spaces, each of the plurality of areas being associated with each of the plurality of users; the placement unit, when designating an action start position, which is a position within the area where the character starts an action, permits designation of the action start position of the first character within a first area associated with the first user and prohibits designation of the action start position of the first character within a second area not associated with the first user; A simulation system in which the command setting unit is capable of setting the command and the execution order to the first character within the second area after the first character moves from the action start position in the first area to the second area based on the command.
5. a command setting unit that can set one or more commands to each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; Equipped with the command setting unit is capable of setting the command and the execution order for each of one or more characters based on an instruction from each user associated with each character; the action control unit receives an instruction from a first user and operates a first character associated with the first user in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and receives an instruction from a second user and operates a second character associated with the second user in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; A simulation system in which the action control unit receives, for each of the multiple users, instructions to execute and stop the command set for the character owned by each of the multiple users, and executes or stops the command at the timing when the instruction to execute or the instruction to stop is received.
6. A simulation method for a simulation system in which characters associated with a plurality of users are caused to move, the method comprising the steps of: a command setting step of setting one or more commands for each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that are associated with each of the plurality of users, and setting an execution order of the commands when a plurality of commands are set; an action control step of causing the character to act in the virtual space based on the command and the execution order set for the character; Equipped with In the command setting step, for each of one or more characters, the command and the execution order can be set based on an instruction from each user associated with each character; In the movement control step, an instruction from a first user is received and a first character associated with the first user is caused to move in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and an instruction from a second user is received and a second character associated with the second user is caused to move in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; In the action control step, the action of a character owned by the user that is moving in the virtual space is stopped based on a stop instruction from the user; The simulation method includes accepting settings of new commands and execution orders in place of the commands and execution orders set for the stopped character in the command setting step.
7. A simulation program for a simulation system that causes each of characters associated with a plurality of users to move, On the computer, a command setting function that can set one or more commands to each of characters that can be arranged in a virtual space that is composed of a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; a motion control function for moving the character in the virtual space based on the command and the execution order set for the character; Realize this, In the command setting function, for each of one or more characters, the command and the execution order can be set based on an instruction of each user associated with each character; In the movement control function, an instruction from a first user is received and a first character associated with the first user is moved within the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and an instruction from a second user is received and a second character associated with the second user is moved within the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; In the motion control function, based on a stop instruction from a user, a motion of a character owned by the user that is moving in the virtual space is stopped; A simulation program in which the command setting function accepts settings of new commands and execution orders in place of the commands and execution orders set for the stopped character.
8. a command setting unit that can set one or more commands to each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; Equipped with the command setting unit is capable of setting the command and the execution order for each of one or more characters based on an instruction from each user associated with each character; the action control unit receives an instruction from a first user and operates a first character associated with the first user in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and receives an instruction from a second user and operates a second character associated with the second user in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; the action control unit stops an action of a character owned by the user that is moving in the virtual space based on a stop instruction from the user; The command setting unit accepts settings of new commands and execution orders in place of the commands and execution orders set for the stopped character.
9. A simulation method for a simulation system in which characters associated with a plurality of users are caused to move, the method comprising the steps of: a command setting step of setting one or more commands for each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that are associated with each of the plurality of users, and setting an execution order of the commands when a plurality of commands are set; an action control step of causing the character to act in the virtual space based on the command and the execution order set for the character; a placement step of placing a character in the virtual unit space; Equipped with In the command setting step, for each of one or more characters, the command and the execution order can be set based on an instruction from each user associated with each character; In the movement control step, an instruction from a first user is received and a first character associated with the first user is caused to move in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and an instruction from a second user is received and a second character associated with the second user is caused to move in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; the virtual space is configured to have a plurality of areas each consisting of one or more of the virtual unit spaces, each of the plurality of areas being associated with each of the plurality of users; In the placing step, when designating an action start position, which is a position within the area where the character starts an action, designation of the action start position of the first character within a first area associated with the first user is permitted, and designation of the action start position of the first character within a second area not associated with the first user is prohibited; A simulation method in which, in the command setting process, after the first character moves from the action start position in the first area to the second area based on the command, the command and the execution order can be set to the first character within the second area.
10. A simulation program for a simulation system that causes each of characters associated with a plurality of users to move, On the computer, a command setting function that can set one or more commands to each of characters that can be arranged in a virtual space that is composed of a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; a motion control function for moving the character in the virtual space based on the command and the execution order set for the character; A placement function for placing a character in the virtual unit space; Realize this, In the command setting function, for each of one or more characters, the command and the execution order can be set based on an instruction of each user associated with each character; In the movement control function, an instruction from a first user is received and a first character associated with the first user is moved within the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and an instruction from a second user is received and a second character associated with the second user is moved within the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; the virtual space is configured to have a plurality of areas each consisting of one or more of the virtual unit spaces, each of the plurality of areas being associated with each of the plurality of users; in the placement function, when designating an action start position, which is a position within the area where the character starts an action, designation of the action start position of the first character within a first area associated with the first user is permitted, and designation of the action start position of the first character within a second area not associated with the first user is prohibited; A simulation program in which, in the command setting function, after the first character moves from the action start position in the first area to the second area based on the command, the command and the execution order can be set for the first character within the second area.
11. a command setting unit that can set one or more commands to each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; a placement unit for placing a character in the virtual unit space; Equipped with the command setting unit is capable of setting the command and the execution order for each of one or more characters based on an instruction from each user associated with each character; the action control unit receives an instruction from a first user and operates a first character associated with the first user in the virtual space based on the command and the execution order set for the first character, regardless of an instruction from a second user, and receives an instruction from a second user and operates a second character associated with the second user in the virtual space based on the command and the execution order set for the second character, regardless of an instruction from the first user; the virtual space is configured to have a plurality of areas each consisting of one or more of the virtual unit spaces, each of the plurality of areas being associated with each of the plurality of users; the placement unit, when designating an action start position, which is a position within the area where the character starts an action, permits designation of the action start position of the first character within a first area associated with the first user and prohibits designation of the action start position of the first character within a second area not associated with the first user; The command setting unit is capable of setting the command and the execution order to the first character within the second area after the first character moves from the action start position in the first area to the second area based on the command.
12. A simulation method for a simulation system in which characters associated with a plurality of users are caused to move, the method comprising the steps of: a command setting step of setting one or more commands for each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that are associated with each of the plurality of users, and setting an execution order of the commands when a plurality of commands are set; an action control step of causing the character to act in the virtual space based on the command and the execution order set for the character; Equipped with In the command setting step, for each of one or more characters, the command and the execution order can be set based on an instruction from each user associated with each character; A simulation method in which, in the movement control process, instructions from a first user are accepted, and a first character associated with the first user is operated within the virtual space based on the commands and the execution order set for the first character regardless of instructions from a second user, instructions from a second user are accepted, and a second character associated with the second user is operated within the virtual space based on the commands and the execution order set for the second character regardless of instructions from the first user, instructions to execute and instructions to stop the commands set for the characters owned by each of the multiple users are accepted for each of the multiple users, and the command is executed or the command is stopped at the timing when the command to execute or the command to stop is accepted.
13. A simulation program for a simulation system that causes each of characters associated with a plurality of users to move, On the computer, a command setting function that can set one or more commands to each of characters that can be arranged in a virtual space that is composed of a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; a motion control function for moving the character in the virtual space based on the command and the execution order set for the character; Realize this, In the command setting function, for each of one or more characters, the command and the execution order can be set based on an instruction of each user associated with each character; A simulation program in which, in the motion control function, a first character associated with the first user is operated within the virtual space based on the command and the execution order set for the first character regardless of instructions from a second user, and a second character associated with the second user is operated within the virtual space based on the command and the execution order set for the second character regardless of instructions from the first user, and an instruction from a second user is received and a second character associated with the second user is operated within the virtual space based on the command and the execution order set for the second character regardless of instructions from the first user, and an instruction to execute and an instruction to stop the instruction set for the character owned by each of the multiple users are accepted for each of the multiple users, and the instruction to execute or the instruction to stop are accepted at the timing when the instruction to execute or the instruction to stop are accepted.
14. a command setting unit that can set one or more commands to each of characters that can be placed in a virtual space configured by a plurality of virtual unit spaces and that is associated with each of a plurality of users, and that sets an execution order of the commands when a plurality of commands are set; an action control unit that causes the character to act in the virtual space based on the command and the execution order set for the character; Equipped with the command setting unit is capable of setting the command and the execution order for each of one or more characters based on an instruction from each user associated with each character; The simulation server wherein the action control unit receives instructions from a first user and operates a first character associated with the first user within the virtual space based on the commands and the execution order set for the first character regardless of instructions from a second user, receives instructions from a second user and operates a second character associated with the second user within the virtual space based on the commands and the execution order set for the second character regardless of instructions from the first user, receives instructions to execute and stop the commands set for the characters owned by each of the multiple users, and executes or stops the command at the timing when the execution instruction or stop instruction is received.
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