Information providing device
The information providing device addresses the issue of unsuitable game design elements in gamification by selecting elements based on individual user playstyle information, resulting in improved gamification effectiveness through personalized experiences.
Patent Information
- Application Number
- JP2024514817
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2022-04-12
- Filing Date
- 2023-02-06
- Publication Date
- 2025-04-10
- Estimated Expiration
- 2043-02-06
AI Technical Summary
Current gamification technologies provide uniform game design elements to all users, failing to account for individual user attributes, likes, and playstyle information, leading to unsuitable elements and decreased gamification effectiveness.
An information providing device that selects and provides game design elements tailored to individual users based on their playstyle information, using correspondence information between playstyle types and suitable game design elements.
Enables the provision of game design elements that are suitable for individual users, thereby enhancing the effectiveness of gamification by personalizing the gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information providing device that provides game design elements (i.e., basic components used in gamification) that are tailored to individual users. [Background technology]
[0002] In recent years, "gamification," which applies game elements to things other than games, has been attracting attention as a method for improving user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, etc. For example, Patent Document 1 discloses a technology that employs gamification to stimulate sales representatives' motivation to achieve goals, and to promote the establishment of operations and improvement of utilization. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-081852 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, current gamification assumes that all game design elements are generally effective, and provides all available gamification elements to all users uniformly, and does not provide game design elements selected in consideration of user attributes that may correlate with the user's likes and dislikes, or play style information declared by the user. Therefore, it is expected that certain game design elements may not suit individual users, and there is concern that such situations will reduce the effectiveness of gamification, leaving room for improvement.
[0005] The present disclosure has been made to solve the above-mentioned problems, and aims to provide game design elements that are tailored to individual users and to realize effective gamification. [Means for solving the problem]
[0006] The information providing device of the present disclosure includes a selection unit that selects one or more game design elements corresponding to play style information acquired about a user based on correspondence information between play style information and game design elements suitable for each play style, and a providing unit that provides the game design elements selected by the selection unit to the user.
[0007] In the information providing device, the selection unit selects one or more game design elements corresponding to the play style information acquired about the user based on the correspondence information between the play style information and game design elements suitable for each play style, and the providing unit provides the selected game design elements to the user. Here, the "acquired play style information about the user" may be play style information declared by the user, or may be play style information obtained by estimating from the user's attribute information. In this manner, game design elements corresponding to the acquired play style information about the user (game design elements suited to the individual user) can be provided to the user, and effective gamification can be realized. Effect of the Invention
[0008] According to the present disclosure, it is possible to provide game design elements that are tailored to individual users, thereby achieving effective gamification. [Brief description of the drawings]
[0009] [Figure 1] 1 is a functional block diagram of an information providing device according to an embodiment of the present invention; [Diagram 2] FIG. 4 is a diagram illustrating an example of the structure and data of an attribute information database. [Diagram 3] FIG. 13A is a diagram showing an example of the structure and data of a play style information database, and FIG. 13B is a diagram showing an example in which selected play style information is further stored. [Figure 4] FIG. 4 is a flow chart showing a process executed in the information providing device. [Diagram 5] FIG. 11 is a diagram showing a first example of correspondence information between play style information (Bartle Test) and game design elements. [Figure 6] FIG. 13 is a diagram showing a second example of correspondence information between play style information (Big Five) and game design elements. [Figure 7] FIG. 11 is a flowchart showing a process according to a first modified example. [Figure 8] FIG. 11 is a diagram for explaining a process according to a first modified example. [Figure 9] FIG. 11 is a flowchart showing a process according to a second modified example. [Figure 10] FIG. 11 is a diagram for explaining a process according to a second modified example. [Figure 11] FIG. 2 illustrates an example of a hardware configuration of an information providing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, an embodiment of an information providing device according to the present disclosure will be described with reference to the drawings. As shown in Fig. 1, an information providing device 10 includes an acquisition unit 11, a selection unit 12, and a provision unit 13. Below, the function of each unit will be outlined.
[0011] The acquisition unit 11 is a functional unit that acquires play style information about a user. The acquisition methods include (1) a method of acquiring play style information by estimating play style information corresponding to attribute information from attribute information acquired about a user, and (2) a method of acquiring play style information by accepting play style information input (declared) by a user. More specifically, with respect to the above (1), the acquisition unit 11 constructs a learning model (i.e., a learning model for inputting attribute information and outputting play style information corresponding to the attribute information) from the acquired play style information and attribute information about a large number of users, and inputs the acquired attribute information about the user into the constructed learning model to acquire play style information corresponding to the attribute information as an estimation result. Such an acquisition unit 11 has an attribute information database (DB) 11A, a learning model database (DB) 11B, and a play style information database (DB) 11C built in.
[0012] Among these, the attribute information DB11A stores attribute information such as gender and age acquired from the user with a user identifier (user ID) as a key, as shown in FIG. 2, for example. The learning model DB11B stores a learning model constructed by the acquisition unit 11. In the play style information DB11C, various play styles A, B, C, etc. for each user are stored with a user ID as a key, as shown in FIG. 3(a), for example. After play style information is obtained as an estimation result, the obtained play style information is also stored in association with the user ID, as shown in FIG. 3(b). In each piece of play style information shown in FIG. 3(a) and FIG. 8 described later, the "actual measurement value" means the play style information input (declared) by the user, and the "estimated value" means the play style information estimated from the attribute information of the user. In addition, a certain play style being "0" means that it does not correspond to the play style, and a certain play style being "1" means that it corresponds to the play style. It is not essential that the acquisition unit 11 constructs and uses a learning model as described above in order to estimate play style information according to attribute information, and other methods (such as a method using a correspondence table between attribute information and play style) may be adopted.
[0013] Returning to Figure 1, the selection unit 12 is a functional unit that stores correspondence information between play style information and game design elements suitable for each play style in an internal memory (not shown), and selects one or more game design elements that correspond to the play style information acquired about the user based on the correspondence information.
[0014] The providing unit 13 is a functional unit that provides information by outputting the game design elements selected by the selecting unit 12 to the user terminal 20.
[0015] The "corresponding information" used in the selection by the selecting unit 12 is not limited to a specific one, but examples thereof include the corresponding information shown in FIG. 5 and FIG.
[0016] FIG. 5 shows an example of correspondence information between the Bartle Test, which is an example of play style information, and game design elements.
[0017] Game design elements include points, badges, leaderboards, performance graphs, meaningful stories, avatars, and teammates. Points are generally rewarded for completing specified actions in a gamified environment and serve to quantify a player's progress. Badges are defined as visual representations of achievements and can be earned and collected in a gamified environment. Leaderboards rank players according to their relative success against certain success criteria. Performance graphs provide information on a player's performance in a game compared to their previous performance, and unlike leaderboards, they evaluate the player's own performance over time rather than that of other players. Meaningful stories are game elements that are not related to the player's performance, and the narrative context embedded in gamified applications contextualizes in-game activities and characters, giving them meaning beyond the mere pursuit of points and achievements. An "avatar" is an element of the visual representation of a player in a gamified environment, typically chosen or created by the player. A "teammate" is another real-world player or a non-player character (NPC).
[0018] The Bartle Test classifies play style information into four categories according to the player's temperament: Achiever, Explorer, Socializer, and Killer. Of these, an "Achiever" is a player type who wants to enjoy the game world individually, while an "Explorer" is a player type who wants to progress through the game while interacting with the characters and other players in the game world. A "Socializer" is a player type who wants to cooperate with other players while progressing through the game, and a "Killer" is a player type who challenges other players as an individual.
[0019] FIG. 5 shows a correspondence table between each piece of play style information and each game design element, with "◯" indicating compatibility and "×" indicating incompatibility. For example, it can be seen that the "game design elements" that match the play style information "Achiever" are points, badges, performance graphs, meaningful stories, and avatars. That is, if the user's play style information is "Achiever," points, badges, performance graphs, meaningful stories, and avatars are selected as game design elements.
[0020] 6 shows another example of correspondence information between the Big Five, which is an example of play style information, and game design elements. Note that the game design elements are the same as those in the example of FIG. 5 described above.
[0021] The Big Five is a classification of personality traits based on common language descriptors. As shown in Figure 6, the Big Five personality traits are Agreeableness, Conscientiousness, Extraversion, Neuroticism, and Openness. Among them, Agreeableness reflects individual differences in general interest in social harmony. Conscientiousness is a trait that reflects the tendency to be organized and trustworthy, to show self-control, to act dutifully, to strive for achievement, and to prefer planned actions over spontaneous ones. Extraversion is a trait that reflects energy, excitement, assertiveness, sociability, seeking excitement in interactions with others, and being talkative. Neuroticism is a trait that reflects the tendency to experience negative emotions such as anger, anxiety, and depression. Openness is a trait that reflects a general appreciation of art, emotion, adventure, unusual ideas, imagination, curiosity, and diverse experiences.
[0022] FIG. 6 shows a correspondence table between each piece of play style information and each game design element, where "◯" indicates compatibility and "×" indicates incompatibility. For example, it can be seen that the "game design elements" that match the play style information "highly cooperative" are points, badges, performance graphs, meaningful stories, avatars, and teammates. That is, if the user's play style information is "highly cooperative," points, badges, performance graphs, meaningful stories, avatars, and teammates are selected as game design elements.
[0023] Next, the processing executed in this embodiment will be described with reference to the flow diagram of Fig. 4. The processing in Fig. 4 is triggered, for example, by a request for providing game design elements together with user data including at least attribute information being transmitted from the user terminal 20 to the information providing device 10. Of course, other than the above trigger, the processing may be executed at a predetermined start time, or may be executed periodically at predetermined intervals.
[0024] When a request for game design elements is sent from the user terminal 20 to the information providing device 10 along with user data including at least attribute information (step S1), the acquisition unit 11 receives the sent data and determines whether or not play style information has been acquired (i.e., whether the received user data includes play style information) (step S2).
[0025] Here, when play style information is acquired, the acquisition unit 11 stores the acquired play style information in the play style information DB 11C as shown by the dashed line in FIG. 1 (step S3). On the other hand, when play style information is not acquired in step S2, the acquisition unit 11 estimates play style information from the acquired attribute information of the user as follows, and stores the acquired play style information in the play style information DB 11C (step S4). In this step S4, the acquisition unit 11 utilizes a learning model (i.e., a learning model for inputting attribute information and outputting play style information corresponding to the attribute information) that was previously constructed using play style information and attribute information related to a large number of users and stored in the learning model DB 11B. Specifically, in step S4, the acquisition unit 11 inputs the acquired attribute information related to the user to the constructed learning model, thereby acquiring play style information corresponding to the attribute information as an estimation result.
[0026] Next, the selection unit 12 selects game design elements corresponding to the play style information acquired by the acquisition unit 11 by referring to "correspondence information between play style information and game design elements suitable for each play style" stored in an internal memory not shown (step S5), and further, the provision unit 13 provides the game design elements selected by the selection unit 12 (game design elements corresponding to the user's play style information) to the user terminal 20 (step S6).
[0027] 4, for example, for a user with user ID "1" shown in FIG. 3(b), a "play style B" with a value of "1" is estimated, and one or more game design elements that match the estimated "play style B" are selected from correspondence tables such as those in FIG. 5 and FIG. 6 and provided to the user terminal 20. As a result, the selected game design elements (i.e., game design elements that match the user's play style information) are displayed, for example, on the display screen of the user terminal 20, allowing the user to recognize the game design elements that match his or her play style information.
[0028] According to the above-described embodiment, game design elements that are suited to the user's play style information (suitable for the individual user) are provided to the user, thereby achieving effective gamification.
[0029] Next, two modified examples of the selection process by the selection unit 12 will be described in order.
[0030] (Variation 1) 3(a) and 3(b) show an example in which one user has one play style, but one user may have multiple play styles and the degree of suitability of the user may differ for each of the multiple play styles. In Modification 1, a case in which each user has multiple play styles with different degrees of suitability, as shown in FIG. 8, will be described.
[0031] FIG. 7 shows the process in the first modification. Steps S1 to S4 are the same as those in the above embodiment, so repeated explanations will be omitted. In step S5A, the selection unit 12 selects game design elements according to the play style information related to the user using a predetermined method based on the suitability included in each piece of play style information. Here, as an example, the top two play styles with the highest suitability are estimated for a certain user, and the union of game design elements that suit these two play styles (i.e., all game design elements that suit at least one of the two play styles) is selected. The selected game design elements are then provided to the user terminal 20 by the providing unit 13 (step S6).
[0032] Specifically, for the user with user ID "1" shown in Figure 8, the top two play styles A and B with the highest suitability are estimated, and the union of game design elements that match these play styles A and B is selected and provided to the user. Similarly, for the user with user ID "2", the top two play styles B and C with the highest suitability are estimated, and the union of game design elements that match these play styles B and C is selected and provided to the user.
[0033] In this way, even if there are multiple play styles with different degrees of suitability for each user, appropriate play style information is estimated based on the degrees of suitability, and game design elements that suit the individual user and that match the appropriate play style information are selected and provided to the user, thereby enabling the provision of appropriate game design elements that suit the individual user and achieving effective gamification.
[0034] (Variation 2) FIG. 5 shows an example in which the correspondence between play style information and game design elements is expressed as "◯ (100%)" or "× (0%)", but as shown in FIG. 10, the above correspondence may be expressed as a probability such as "50%" or "60%" (i.e., the probability that the game design element is effective) for a target user (e.g., "a person with a user ID of 1"). FIG. 10 shows that the probability that the play style information belongs to "Achiever" for the target user (a person with a user ID of 1) is 40%, and the probability that the game design element "Points" is effective for the play style information "Achiever" is 50%, and similarly, the probability that the play style information belongs to "Explorer" is 30%, and the probability that the game design element "Points" is effective for the play style information "Explorer" is 5%. In the second modification, as shown in FIG. 10, a case will be described in which there are a plurality of play styles with different degrees of suitability for a target user and the correspondence between play style information and game design elements is expressed as a probability (the probability that the game design element is effective) as described above.
[0035] Fig. 9 shows the process in Modification 2. Steps S1 to S4 are the same as those in the above embodiment, so duplicated explanations will be omitted. In step S5B, the selection unit 12 selects game design elements that are suitable for the play style information of the target user based on the suitability included in each piece of play style information, the probability included in the correspondence information (Fig. 10), and a predetermined threshold value.
[0036] Specifically, the selection unit 12 multiplies the probability that the target user belongs to a certain play style by the probability that a specific game design element is effective on people who belong to that play style to obtain a sum, and if the obtained sum is equal to or greater than a predetermined threshold (here, for example, 40%), determines that the game design element is suitable for the target user and selects it as a game design element to be provided (step S5B).The selected game design element is then provided to the user terminal 20 by the provision unit 13 (step S6).
[0037] To explain this with reference to FIG. 10, for the target user (person with user ID 1), the selection unit 12 calculates the following (1) to (4) from the numerical values shown in the thick lines in FIG. 10, calculates the sum of (1) to (4), and (1) Probability of belonging to the Achiever category (40%) × Probability of points being effective (50%) (2) Probability of belonging to the Explorer category (30%) × Probability of points being effective (5%) (3) Probability of belonging to a socializer (20%) × Probability of points being effective (80%) (4) Probability of belonging to the killer (10%) × Probability of the point being effective (75%) Since the obtained sum (45%) is equal to or greater than a threshold value (eg, 40%), the game design element "points" is determined to be a game design element suitable for the target user, and is selected as the game design element to be provided.
[0038] In this way, even if there are multiple play styles with different degrees of suitability for a target user and the correspondence between play style information and game design elements is expressed as a probability (the probability that the game design elements will be effective) as described above, the game design elements to be provided are selected and provided to the target user after an accurate determination of whether they are suitable for the target user is made depending on whether the sum of the products of the degrees of suitability and the above probabilities is above a threshold, thereby enabling the provision of appropriate game design elements that are suitable for each individual user and achieving effective gamification.
[0039] The gist of this disclosure lies in the following [1] to [5]. [1] a selection unit that selects one or more game design elements corresponding to the acquired play style information of a user based on correspondence information between the play style information and game design elements suitable for each play style; a providing unit that provides the user with the game design element selected by the selection unit; An information providing device comprising: [2] estimating play style information corresponding to the acquired attribute information of the user from the acquired attribute information; and By accepting play style information input by the user, an acquisition unit for acquiring play style information regarding the user; The information providing device according to [1], further comprising: [3] The acquisition unit is Based on the play style information and attribute information acquired for a large number of users, a learning model is constructed for inputting attribute information and outputting play style information corresponding to the attribute information; inputting the acquired attribute information about the user into the constructed learning model, thereby acquiring play style information corresponding to the attribute information as an estimation result; [2] An information providing device according to the present invention. [4] The acquired play style information about the user includes a plurality of play style information, each of which includes a degree of suitability for the user; The selection unit is selecting one or more game design elements corresponding to the play style information related to the user based on the degree of suitability included in each play style information; An information providing device according to any one of [1] to [3]. [5] The acquired play style information about the user includes a plurality of play style information, each of which includes a degree of suitability for the user; The correspondence information includes correspondence information between play style information and a probability that each game design element will be effective on a person belonging to each play style, The selection unit is selecting one or more game design elements corresponding to the play style information of the user based on the degree of compatibility included in each piece of play style information, the probability included in the correspondence information, and a predetermined threshold value; An information providing device according to any one of [1] to [3].
[0040] (Explanation of terms, explanation of hardware configuration (Fig. 11), etc.) The block diagrams used to explain the above embodiments show functional blocks. These functional blocks (components) are realized by any combination of at least one of hardware and software. The method of realizing each functional block is not particularly limited. That is, each functional block may be realized by using one device that is physically or logically combined, or may be realized by using two or more devices that are physically or logically separated and directly or indirectly connected (for example, by wire, wirelessly, etc.). The functional blocks may be realized by combining the one device or the multiple devices with software.
[0041] Functions include, but are not limited to, judgment, determination, judgment, calculation, computation, processing, derivation, investigation, search, confirmation, reception, transmission, output, access, resolution, selection, selection, establishment, comparison, assumption, expectation, consideration, broadcasting, notifying, communicating, forwarding, configuring, reconfiguring, allocation, mapping, assignment, etc. For example, a functional block (component) that performs the function of transmission is called a transmitting unit or a transmitter. In either case, as described above, there is no particular limitation on the method of realization.
[0042] For example, an information providing device according to an embodiment of the present disclosure may function as a computer that executes the processing of the present disclosure. Fig. 11 is a diagram showing an example of a hardware configuration of an information providing device 10 according to an embodiment of the present disclosure. The information providing device 10 described above may be physically configured as a computer device including a processor 1001, a memory 1002, a storage 1003, a communication device 1004, an input device 1005, an output device 1006, a bus 1007, and the like.
[0043] In the following description, the term "apparatus" may be replaced with a circuit, a device, a unit, etc. The hardware configuration of the information providing apparatus 10 may be configured to include one or more of the apparatuses shown in the drawings, or may be configured to exclude some of the apparatuses.
[0044] Each function of the information providing device 10 is realized by loading a specific software (program) onto hardware such as a processor 1001, a memory 1002, etc., so that the processor 1001 performs calculations, controls communication via a communication device 1004, and controls at least one of reading and writing of data in the memory 1002 and the storage 1003.
[0045] The processor 1001, for example, operates an operating system to control the entire computer. The processor 1001 may be configured with a central processing unit (CPU) including an interface with peripheral devices, a control device, an arithmetic unit, a register, etc. For example, the above-mentioned baseband signal processing unit 104, call processing unit 105, etc. may be realized by the processor 1001.
[0046] Moreover, the processor 1001 reads out a program (program code), a software module, data, etc. from at least one of the storage 1003 and the communication device 1004 into the memory 1002, and executes various processes according to the read out programs. As the program, a program that causes a computer to execute at least a part of the operations described in the above-mentioned embodiment is used. For example, the control unit 401 of the user terminal 20 may be realized by a control program stored in the memory 1002 and operating in the processor 1001, and other functional blocks may be similarly realized. Although the above-mentioned various processes have been described as being executed by one processor 1001, they may be executed simultaneously or sequentially by two or more processors 1001. The processor 1001 may be implemented by one or more chips. The program may be transmitted from a network via a telecommunication line.
[0047] The memory 1002 is a computer-readable recording medium, and may be configured by at least one of, for example, a Read Only Memory (ROM), an Erasable Programmable ROM (EPROM), an Electrically Erasable Programmable ROM (EEPROM), a Random Access Memory (RAM), etc. The memory 1002 may be called a register, a cache, a main memory (primary storage device), etc. The memory 1002 can store a program (program code), software modules, etc. that are executable to implement a wireless communication method according to an embodiment of the present disclosure.
[0048] Storage 1003 is a computer-readable recording medium, and may be composed of at least one of, for example, an optical disk such as a CD-ROM (Compact Disc ROM), a hard disk drive, a flexible disk, a magneto-optical disk (e.g., a compact disk, a digital versatile disk, a Blu-ray (registered trademark) disk), a smart card, a flash memory (e.g., a card, a stick, a key drive), a floppy (registered trademark) disk, a magnetic strip, and the like. Storage 1003 may be referred to as an auxiliary storage device. The above-mentioned storage medium may be, for example, a database, a server, or other suitable medium including at least one of memory 1002 and storage 1003.
[0049] The communication device 1004 is hardware (transmission and reception device) for performing communication between computers via at least one of a wired network and a wireless network, and is also called, for example, a network device, a network controller, a network card, a communication module, etc. The communication device 1004 may be configured to include a high-frequency switch, a duplexer, a filter, a frequency synthesizer, etc., in order to realize at least one of Frequency Division Duplex (FDD) and Time Division Duplex (TDD). For example, the above-mentioned transmission and reception antenna 101, the amplifier unit 102, the transmission and reception unit 103, the transmission path interface 106, etc. may be realized by the communication device 1004. The transmission and reception unit 103 may be implemented as a transmission unit 103a and a reception unit 103b that are physically or logically separated.
[0050] The input device 1005 is an input device (e.g., a keyboard, a mouse, a microphone, a switch, a button, a sensor, etc.) that accepts input from the outside. The output device 1006 is an output device (e.g., a display, a speaker, an LED lamp, etc.) that performs output to the outside. The input device 1005 and the output device 1006 may be integrated into one device (e.g., a touch panel).
[0051] In addition, each device such as the processor 1001 and the memory 1002 is connected by a bus 1007 for communicating information. The bus 1007 may be configured using a single bus, or may be configured using different buses between each device.
[0052] The information providing device 10 may be configured to include hardware such as a microprocessor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a programmable logic device (PLD), a field programmable gate array (FPGA), etc., and some or all of the functional blocks may be realized by the hardware. For example, the processor 1001 may be implemented using at least one of these pieces of hardware.
[0053] The notification of information is not limited to the aspects / embodiments described in the present disclosure, and may be performed using other methods. For example, the notification of information may be performed by physical layer signaling (e.g., Downlink Control Information (DCI), Uplink Control Information (UCI)), higher layer signaling (e.g., Radio Resource Control (RRC) signaling, Medium Access Control (MAC) signaling, broadcast information (Master Information Block (MIB), System Information Block (SIB))), other signals, or a combination thereof. In addition, the RRC signaling may be called an RRC message, and may be, for example, an RRC Connection Setup message, an RRC Connection Reconfiguration message, or the like.
[0054] Each aspect / embodiment described in the present disclosure may be implemented using a standard such as LTE (Long Term Evolution), LTE-Advanced (LTE-A), SUPER 3G, IMT-Advanced, 4G (4th generation mobile communication system), 5G (5th generation mobile communication system), 6th generation mobile communication system (6G), xth generation mobile communication system (xG) (xG (x is, for example, an integer or a decimal point)), FRA (Future Radio Access), NR (new Radio), New radio access (NX), Future generation radio access (FX), W-CDMA (registered trademark), GSM (registered trademark), CDMA2000, UMB (Ultra Mobile Broadband), IEEE 802.11 (Wi-Fi (registered trademark)), IEEE 802.16 (WiMAX (registered trademark)), IEEE The present invention may be applied to at least one of systems using 802.20, UWB (Ultra-Wide Band), Bluetooth (registered trademark), and other appropriate systems, and next-generation systems that are expanded, modified, created, or defined based on these systems. In addition, the present invention may be applied to a combination of multiple systems (e.g., a combination of at least one of LTE and LTE-A and 5G, etc.).
[0055] The order of the steps, sequences, flow charts, etc. of each aspect / embodiment described in this disclosure may be changed unless inconsistent. For example, the methods described in this disclosure present elements of various steps using an example order, and are not limited to the particular order presented.
[0056] The input and output information may be stored in a specific location (e.g., memory) or may be managed using a management table. The input and output information may be overwritten, updated, or added to. The output information may be deleted. The input information may be transmitted to another device.
[0057] The determination may be based on a value represented by a single bit (0 or 1), a Boolean value (true or false), or a numerical comparison (e.g., comparison with a predetermined value).
[0058] Each aspect / embodiment described in this disclosure may be used alone, in combination, or switched according to execution. In addition, notification of specific information (e.g., notification that "X is the case") is not limited to being done explicitly, but may be done implicitly (e.g., not notifying the specific information).
[0059] Although the present disclosure has been described in detail above, it is clear to those skilled in the art that the present disclosure is not limited to the embodiments described in the present disclosure. The present disclosure can be implemented in modified and altered forms without departing from the spirit and scope of the present disclosure as defined by the claims. Therefore, the description of the present disclosure is intended to be illustrative and does not have any limiting meaning on the present disclosure.
[0060] Software shall be construed broadly to mean instructions, instruction sets, code, code segments, program code, programs, subprograms, software modules, applications, software applications, software packages, routines, subroutines, objects, executable files, threads of execution, procedures, functions, etc., whether referred to as software, firmware, middleware, microcode, hardware description language, or otherwise.
[0061] Additionally, software, instructions, information, etc. may be transmitted or received over a transmission medium. For example, if the software is transmitted from a website, server, or other remote source using wired and / or wireless technologies (such as coaxial cable, fiber optic cable, twisted pair, Digital Subscriber Line (DSL)), and / or wireless technologies (such as infrared, microwave, etc.), then these wired and / or wireless technologies are included within the definition of transmission media.
[0062] The information, signals, etc. described in this disclosure may be represented using any of a variety of different technologies. For example, the data, instructions, commands, information, signals, bits, symbols, chips, etc. that may be referred to throughout the above description may be represented by voltages, currents, electromagnetic waves, magnetic fields or magnetic particles, optical fields or photons, or any combination thereof.
[0063] In addition, the terms described in this disclosure and the terms necessary for understanding this disclosure may be replaced with terms having the same or similar meanings. For example, at least one of a channel and a symbol may be a signal (signaling). Also, a signal may be a message. Also, a component carrier (CC) may be called a carrier frequency, a cell, a frequency carrier, etc.
[0064] As used in this disclosure, the terms "system" and "network" are used interchangeably.
[0065] In addition, the information, parameters, etc. described in the present disclosure may be represented using absolute values, may be represented using relative values from a predetermined value, or may be represented using other corresponding information. For example, a radio resource may be indicated by an index.
[0066] The names used for the above-mentioned parameters are not limiting in any way. Moreover, the formulas using these parameters may differ from those explicitly disclosed in this disclosure. The various channels (e.g., PUCCH, PDCCH, etc.) and information elements may be identified by any suitable names, and therefore the various names assigned to these various channels and information elements are not limiting in any way.
[0067] As used in this disclosure, the terms "determining" and "determining" may encompass a wide variety of actions. "Determining" and "determining" may include, for example, judging, calculating, computing, processing, deriving, investigating, looking up, search, inquiry (e.g., searching in a table, database, or other data structure), ascertaining, and the like. "Determining" and "determining" may also include receiving (e.g., receiving information), transmitting (e.g., sending information), input, output, accessing (e.g., accessing data in a memory), and the like. In addition, "judgment" and "decision" can include considering resolving, selecting, choosing, establishing, comparing, etc., to be a "judgment" or "decision." In other words, "judgment" and "decision" can include considering some action to be a "judgment" or "decision." In addition, "judgment" can be interpreted as "assuming," "expecting," "considering," etc.
[0068] As used in this disclosure, the phrase "based on" does not mean "based only on," unless expressly stated otherwise. In other words, the phrase "based on" means both "based only on" and "based at least on."
[0069] Any reference to an element using a designation such as "first," "second," etc., used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used in this disclosure as a convenient method of distinguishing between two or more elements. Thus, a reference to a first and a second element does not imply that only two elements may be employed or that the first element must precede the second element in some way.
[0070] When the terms "include," "including," and variations thereof are used in this disclosure, these terms are intended to be inclusive, similar to the term "comprising." Further, when used in this disclosure, the term "or" is not intended to be an exclusive or.
[0071] In this disclosure, where articles have been added due to translation, such as a, an, and the in English, the disclosure may include that the nouns following these articles are in the plural form.
[0072] In the present disclosure, the term "A and B are different" may mean "A and B are different from each other." The term may also mean "A and B are each different from C." Terms such as "separate" and "coupled" may also be interpreted in the same way as "different." [Explanation of symbols]
[0073] 10...information providing device, 11...acquisition unit, 11A...attribute information DB, 11B...learning model DB, 11C...play style information DB, 12...selection unit, 13...providing unit, 20...user terminal, 1001...processor, 1002...memory, 1003...storage, 1004...communication device, 1005...input device, 1006...output device, 1007...bus.
Claims
1. a selection unit that selects one or more game design elements corresponding to the acquired play style information of the user based on correspondence information between the play style information and game design elements suitable for each play style; a providing unit that provides the user with the game design element selected by the selection unit; Equipped with the acquired play style information about the user includes a plurality of play style information, each of which includes a degree of suitability for the user; The correspondence information includes correspondence information between play style information and a probability that each game design element will be effective on a person belonging to each play style, The selection unit is selecting one or more game design elements according to the play style information of the user based on the degree of compatibility included in each piece of play style information, the probability included in the correspondence information, and a predetermined threshold value; Information provision device.
2. By estimating play style information corresponding to the attribute information acquired about the user from the attribute information acquired about the user, and By accepting play style information input by the user, an acquisition unit for acquiring play style information regarding the user; The information providing device according to claim 1 , further comprising:
3. The acquisition unit is Based on the play style information and attribute information acquired for a large number of users, a learning model is constructed for inputting attribute information and outputting play style information corresponding to the attribute information; inputting the acquired attribute information about the user into the constructed learning model, thereby acquiring play style information corresponding to the attribute information as an estimation result; 3. The information providing device according to claim 2.
4. the acquired play style information about the user includes a plurality of play style information, each of which includes a degree of suitability for the user; The selection unit is selecting one or more game design elements corresponding to the play style information related to the user based on the degree of suitability included in each piece of play style information; 2. The information providing device according to claim 1.
Citation Information
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