GAME PROGRAM, GAME SYSTEM, AND METHOD
The game system enhances user satisfaction with character movement by dynamically controlling movement modes based on game progress and region associations within the game space, addressing the limitations of existing technologies.
Patent Information
- Application Number
- JP2024045629
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-21
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2040-03-13
AI Technical Summary
Existing game technologies do not effectively enhance the user's perception and satisfaction with character movement in games where multiple characters navigate through a shared game space.
A game system and method that includes a progression unit advancing the game, an area determining unit associating characters and determining non-overlapping regions in the game space based on game progress, a candidate determining unit selecting movement candidates based on game progress, and a movement control unit controlling character movement differently depending on the associated regions.
This approach improves the user's sense of satisfaction with character movement by dynamically adjusting movement modes based on the game's progress and the character's association with specific regions within the game space.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for causing one or more computers to progress in a game. [Background technology]
[0002] Patent document 1 describes a computer that plays a game in which multiple characters move through a game space, and that controls the movement of a character during the game based on an area that is set in association with other characters. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-70725 A (Published on April 22, 2013) Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology described in Patent Document 1 leaves room for improving the user's sense of satisfaction with the character's movement.
[0005] One aspect of the present invention aims to further improve a user's sense of satisfaction with the movement of characters in a game in which multiple characters move within a game space. [Means for solving the problem]
[0006] In order to solve the above problems, a game program according to one embodiment of the present invention causes one or more computers to execute a progression step of a game in which multiple characters move through a game space; an area determination step of determining, during the progress of the game, multiple non-overlapping areas in the game space based on the progress of the game, associated with at least one of the multiple characters; a candidate determination step of determining, during the progress of the game, candidate destinations for the character based on the progress of the game; and a control step of controlling the movement mode of the character to differ depending on which of the multiple areas associated with the character the candidate destination is included in.
[0007] Furthermore, a game system according to one embodiment of the present invention includes a game progression unit that progresses a game in which a plurality of characters move through a game space; an area determination unit that determines a plurality of non-overlapping areas in the game space based on the progress of the game, associated with at least one of the plurality of characters during the progress of the game; a candidate determination unit that determines candidate destinations for the character based on the progress of the game during the progress of the game; and a movement control unit that controls the movement mode of the character to differ depending on which of the plurality of areas associated with the character the candidate destination is included in.
[0008] Furthermore, a method according to one aspect of the present invention is a method executed by one or more computers, and includes: a progression step of progressing a game in which a plurality of characters move through a game space; an area determination step of determining, during the progression of the game, a plurality of non-overlapping areas in the game space associated with at least one of the plurality of characters based on the progress of the game; a candidate determination step of determining, during the progression of the game, candidate destinations for the character based on the progress of the game; and a control step of controlling the movement mode of the character to differ depending on which of the plurality of areas associated with the character the candidate destination is included in. Effect of the Invention
[0009] According to one aspect of the present invention, in a game in which multiple characters move within a game space, it is possible to further improve a user's sense of satisfaction with the movement of the characters. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a diagram illustrating an example of a hardware configuration of an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a schematic diagram showing an overview of a game space realized in an embodiment of the present invention. [Diagram 3] 1 is a block diagram showing a functional configuration of an information processing device according to an embodiment of the present invention; [Figure 4] FIG. 4 is a diagram illustrating an example of characteristic information according to an embodiment of the present invention. [Diagram 5] 1 is a flowchart illustrating a flow of an information processing method executed by an information processing device according to an embodiment of the present invention. [Figure 6] 1A and 1B are schematic diagrams illustrating a specific character according to an embodiment of the present invention. [Figure 7] FIG. 4 is a diagram showing an example of a rule for determining an action in the embodiment of the present invention. [Figure 8]FIG. 11 is a diagram showing another example of the rule for determining an action in the embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] [Embodiment] An information processing device 10 according to an embodiment of the present invention will be described in detail below. The information processing device 10 is an example of a computer that constitutes a game system in the present invention.
[0012] <Hardware configuration of information processing device 10> 1 is a block diagram showing an example of a hardware configuration of an information processing device 10. The information processing device 10 is configured by a computer including a processor 11, a main memory 12, an auxiliary memory 13, a communication interface 14, and an input / output interface 15. Examples of such a computer include, but are not limited to, a home game machine, a smartphone, a tablet, a personal computer, or a store-based arcade game machine.
[0013] The processor 11, the main memory 12, the auxiliary memory 13, the communication interface 14, and the input / output interface 15 are connected to one another via a bus. In addition, an output device 16 and an input device 17 are connected to the input / output interface 15.
[0014] The processor 11 may be, for example, a microprocessor, a digital signal processor, a microcontroller, or a combination of these.
[0015] The main memory 12 may be, for example, a semiconductor RAM.
[0016] The auxiliary memory 13 may be, for example, a flash memory, a hard disk drive (HDD), a solid state drive (SSD), a portable storage medium, or a combination of these.
[0017] The auxiliary memory 13 stores a game program executed by the computer constituting the information processing device 10.
[0018] The communication interface 14 is an interface for connecting to a network, and operates when the game system communicates with a game server or other information processing devices 10 to realize a playable game.
[0019] As the input / output interface 15, for example, a Universal Serial Bus (USB) interface, a short-range communication interface such as infrared or Bluetooth (registered trademark), or a combination of these is used.
[0020] The output device 16 may be, for example, a display, a printer, a speaker, or a combination of these. The input device 17 may be, for example, a controller for playing a game, a keyboard, a mouse, a touch pad, a microphone, or a combination of these. For example, the output device 16 and the input device 17 may be a touch screen integrally formed with each other.
[0021] The processor 11 and the communication interface 14 are examples of hardware elements that function as a control unit 110, which will be described later. The main memory 12 and the auxiliary memory 13 are examples of hardware elements that function as a storage unit 120, which will be described later.
[0022] <Overview of the game realized by the information processing device 10> The information processing device 10 executes a game program stored in the auxiliary memory 13 to realize a game in which a plurality of characters move in a game space while moving a target object. Hereinafter, the game realized by the information processing device 10 will be referred to as "this game". In this embodiment, this game is a competitive game in which a plurality of teams compete against each other. The plurality of teams includes a user team associated with a user and an opponent team that competes against the user team. The opponent team may or may not be associated with another user.
[0023] The genre of the present game is not limited to a specific genre, and may be any genre of game, and is preferably a game that imitates a competition in which multiple teams compete against each other in the real world. Examples of such competitions in the real world include soccer, basketball, and rugby. In this embodiment, a case will be described in which the present game is a soccer game that imitates soccer in the real world. In this case, an object representing a soccer player is applied as an example of a character. Also, an object representing a soccer ball is applied as an example of a target object.
[0024] FIG. 2 is a game image G2 showing an example of a game space in this game viewed from above. In the game space, a field O20, which is an object representing a soccer field, is placed. In the field O20, a plurality of characters O21 and a ball O23 are placed. In FIG. 2, the characters O21 belonging to the user team are represented by white circles, and the characters O21 belonging to the opponent team are represented by circles with a dot pattern. The ball O23 is an example of a target object in the present invention.
[0025] In this game, multiple characters O21 move to move the ball O23. Any of the multiple characters O21 belonging to the user team moves based on the user's operation. The other characters O21 belonging to the user team move based on a predetermined algorithm.
[0026] Here, the soccer game realized by the information processing device 10 may proceed as a single-play game or as a multi-play game. In the case of a single-play game, the information processing device 10 makes a match between a user team operable by a user of the information processing device 10 and an opponent team whose actions are determined by the information processing device 10 without the operation of the user or other users. In this case, each character O21 belonging to the opponent team moves based on a predetermined algorithm.
[0027] In addition, in the case of a multiplayer game, the information processing device 10 pits a user team operable by the user of the device against an opponent team operated by an opponent user. The opponent user may be a user who operates the same information processing device 10 as the user, or a user who operates another information processing device 10 different from the user. In the latter case, the information processing device 10 and the other information processing device 10 are communicatively connected via, for example, a game server (not shown) or the like. In this case, any of the characters O21 belonging to the opponent team moves based on the operation of the opponent user. The other characters O21 belonging to the opponent team move based on a predetermined algorithm.
[0028] <Functional configuration of information processing device 10> 3 is a block diagram showing a functional configuration of the information processing device 10. The information processing device 10 includes a control unit 110 and a storage unit 120. The control unit 110 includes a game progression unit 111, an area determination unit 112, a candidate determination unit 113, and a movement control unit 114. The storage unit 120 stores a game program 121, user information 122, and game information 123. The user information 122 is data associated with a user. The game information 123 is data that the control unit 110 refers to in order to execute a game. The game information 123 includes characteristic information J and rules R. Details of the characteristic information J and rules R will be described later.
[0029] The game progression unit 111 progresses a game in which multiple characters O21 move through a game space.
[0030] During the progress of the game, the region determination unit 112 determines a plurality of non-overlapping regions in the game space based on the progress of the game, in association with at least one of the characters O21. The region determination unit 112 refers to the characteristic information J and the rule R1 stored in the storage unit 120 to determine the plurality of regions.
[0031] The candidate determination unit 113 determines candidates for the destination of the character O21 based on the progress of the game while the game is in progress. The candidate determination unit 113 refers to the characteristic information J and the rule R2 stored in the storage unit 120 to determine the candidates for the destination.
[0032] The movement control unit 114 performs control so that the movement mode of the character O21 varies depending on which of a plurality of areas associated with the character O21 a candidate for the movement destination is included in.
[0033] (Game progress, progress status) Here, the progression of the game will be described. Progressing the game means sequentially executing a series of processes in the game from a user's input to the output of the result of the input. The progression of the game includes one or more parts. Therefore, the progression of the match part in this embodiment is an example of the progression of the game. For example, in this embodiment, the progression of the game includes a match part in which a soccer game match progresses. Furthermore, the progression of the game may include parts other than the match part. Examples of parts other than the match part include a training part in which a character O21 is trained, and an organization part in which a user team is organized.
[0034] Moreover, the progress of the game refers to the state of the game that may change by executing a part or all of the series of processes described above. Therefore, the progress of the match part refers to the state of the match part that may change by executing a part or all of the series of processes described above. The series of processes includes a process of controlling the movement of at least one of the multiple characters O21 in the game space.
[0035] In this case, the progress of the match part includes a situation of the game space that may change by controlling the movement of at least one of the multiple characters O21 in the match part. For example, the progress of the match part may be the arrangement of the multiple characters O21 during the progress of the match part. Furthermore, the progress of the match part may be the progress of the match part according to such arrangement. Furthermore, the progress of the match part may be the arrangement of the characters O21 for each team. Furthermore, for example, the progress of the match part may be the situation of the target object according to the arrangement of the multiple characters O21.
[0036] (Target object, target object status) Next, the target object will be described. The target object is an object that exists in the game space and is an object that is a target for the movement of the multiple characters O21. In this embodiment, the target object is an object representing a soccer ball, that is, a ball O23. In the following, in this embodiment, the target object will be described as being the ball O23.
[0037] Examples of the state of the ball O23 include a character O21 existing near the ball O23, the position of the ball O23, etc. Specifically, the character O21 associated with the ball O23 exists near the ball O23. Also, a character O21 belonging to a different team from the character O21 associated with the ball O23 may exist near the ball O23. The position of the ball O23 may include whether the ball O23 is within a predetermined area (e.g., a penalty area, a goal, etc.), etc.
[0038] In this embodiment, the character O21 associated with the ball O23 is the character O21 that can move the ball O23 by its action. In other words, the character O21 associated with the ball O23 is the character O21 that holds the ball O23.
[0039] (Multiple Areas) Next, the multiple regions will be described. Each of the multiple regions is a partial region included in the game space and does not overlap with each other. In this embodiment, each region is a partial region included in the field O20 in which the character O21 can move.
[0040] Each of the plurality of regions is associated with attribute information indicating one of a plurality of attributes, which in this embodiment include a first attribute and a second attribute.
[0041] The first attribute is one of the attributes of each of a plurality of areas determined in association with the character O21, and indicates that the area is preferable as a destination for the character O21. An area associated with attribute information indicating the first attribute is also referred to as a "first attribute area."
[0042] The second attribute is one of the attributes of each of a plurality of areas determined in association with the character O21, and indicates that the area is not preferable as a destination for the character O21. An area associated with attribute information indicating the second attribute is also referred to as a "second attribute area."
[0043] (Character O21's movement) Next, the movement manner of the character O21 will be described. The movement manner of the character O21 refers to the manner in which the character O21 moves in the game space. The movement manner of the character O21 may be, for example, the manner in which the character O21 moves immediately, the manner in which the character O21 hesitates to move, the manner in which the character O21 cancels the movement, the manner in which the character O21 does not move, etc.
[0044] (Characteristic information J) Next, the characteristic information J will be described. The characteristic information J is associated with each character O21. The characteristic information J is information indicating the characteristics of the character O21, and includes, for example, information indicating the ability of the character O21 and information indicating the tendency of the behavior. In this embodiment, the characteristic information includes dribbling, ground pass, and momentum as examples of information indicating the ability. In addition, the characteristic information includes information such as offensive and defensive as examples of information indicating the tendency of the behavior. For example, when the information indicating the tendency of the behavior is offensive, the character O21 takes more actions to score points, such as heading toward the opponent's territory, and when the information is defensive, the character O21 takes more actions to prevent the opponent's attack, such as staying in the player's territory more often.
[0045] Fig. 4 is a diagram illustrating an example of the characteristic information J. The characteristic information J shown in Fig. 4 is associated with a character O21 (player A) whose identifier is "A". The characteristic information J includes information indicating the abilities of player A and information indicating the tendencies of his / her actions.
[0046] Examples of information indicating abilities include parameters such as dribbling, ground passing, and momentum. In this embodiment, the larger these parameters are, the higher the ability is. For example, in the following description, "xx" ability is high (or low) means that the value of the corresponding parameter "xx" is equal to or greater than a threshold (or less than the threshold). In this case, the threshold for determining that "xx" ability is high and the threshold for determining that it is low may or may not be the same.
[0047] Moreover, examples of information indicating behavioral tendencies include parameters such as offensive awareness and defensive awareness. In this embodiment, the larger these parameters are, the higher the awareness is. For example, in the following description, high (or low) offensive awareness (or defensive awareness) means that the value of the corresponding parameter is equal to or greater than a threshold (or less than the threshold). In this case, the threshold for determining that the awareness is high and the threshold for determining that the awareness is low may or may not be the same.
[0048] (Area decision rule R1) Next, the area determination rule R1 will be described. The area determination rule R1 is a rule referred to by the area determination unit 112. For example, the area determination rule R1 includes one or more rules that associate a condition related to a position in the game space with information for determining an attribute. The area determination rule R1 will be described in detail later.
[0049] (Candidate decision rule R2) Next, the candidate determination rule R2 will be described. The candidate determination rule R2 is a rule referred to by the candidate determination unit 113. For example, the candidate determination rule R2 includes one or more rules that associate a condition related to the progress of the game with information for determining a candidate destination.
[0050] <Flow of the information processing method executed by the information processing device 10> FIG. 5 is a flowchart showing the flow of the information processing method executed by the information processing device 10.
[0051] (Step S100) In step S100, the game progression unit 111 executes processing to start the progression of the match part. The subsequent processing of steps S102 to S114 is processing to progress the match part. Hereinafter, the progress of the match part will also be described as "during the match." In other words, the processing of S102 to S114 is executed during the match.
[0052] For example, the process of starting the progress of the match part includes a process of organizing the user team and the opposing team, a process of placing the field O20 in the game space, a process of determining the initial positions of the character O21 and the ball O23 at the start of the match, a process of determining the initial values of various parameters at the start of the match, and the like.
[0053] (Step S102) In step S102, the region determination unit 112 determines a plurality of regions including a region of a first attribute and a region of a second attribute in association with at least one of the plurality of characters O21 (a target character C1 described later) based on the progress of the game. Here, the region determination unit 112 determines a plurality of regions in association with at least one of the plurality of characters O21 based on the position of another character O21 different from the character O21.
[0054] In this embodiment, the region determination unit 112 determines the region of the first attribute so as to include the position of the ally character C2, which is another character O21 belonging to the same team as the target character C1. The region determination unit 112 also determines the region of the second attribute so as to include the position of the enemy character C3, which is another character O21 belonging to a team different from the target character C1. The region determination unit 112 also determines the region of the first attribute and the region of the second attribute based on the positional relationship between the target character C1 and the enemy character C3. For example, the region determination unit 112 determines the region including the rear region of the enemy character C3 as seen from the target character C1 as the region of the second attribute. The region determination unit 112 also determines the size of at least one of the multiple regions of the target character C1 according to the characteristic information associated with the other character O21.
[0055] (Specific example of a process for determining multiple regions) Here, a specific example of the process of determining a plurality of regions will be described. The region determination unit 112 calculates an evaluation value for each unit region included in the game space, which evaluates the suitability of the unit region as a destination of the target character C1, and determines an attribute based on the evaluation value. The region determination unit 112 also determines a collection of consecutive unit regions for which the same attribute has been determined as a region of the attribute. For example, the region determination unit 112 may assign a larger evaluation value to a unit region that is more suitable as a destination, and may determine a collection of unit regions with an evaluation value equal to or greater than a threshold as a region of a first attribute, and a collection of unit regions with an evaluation value less than the threshold as a region of a second attribute.
[0056] As an example, the region determination unit 112 may calculate the evaluation value of a unit region by summing the evaluation values associated with one or more conditions that the unit region satisfies. In this case, the region determination unit 112 calculates the evaluation value of the unit region by referring to the region determination rule R1 that associates one or more conditions with the evaluation values.
[0057] 6 is a diagram illustrating a detailed example of the region determination rule R1. In this example, the rule R1 includes rules R1-1 to R1-3. The larger the absolute value of the positive evaluation value, the more appropriate the destination is, and the larger the absolute value of the negative evaluation value, the more inappropriate the destination is.
[0058] (Area surrounding friendly character C2) Rule R1-1 is a rule that associates a positive evaluation value (plus 10 points in this example) indicating that the area is suitable as a destination for movement with the condition that the area is the surrounding area of the ally character C2. This is because the target character C1 regards the surrounding area of the ally character C2 as a safe area where it is easy to receive a pass and the ball is unlikely to be stolen. Here, the surrounding area of the ally character C2 is an area that includes the position of the ally character C2. As an example, the shape of the surrounding area is a circle or an ellipse centered on the position of the ally character C2, but is not limited to this. In addition, the size of the surrounding area (for example, the radius of the circle, the major axis, and the minor axis of the ellipse) may be determined according to the characteristic information associated with the ally character C2. For example, the size of the surrounding area may be larger as the momentum parameter of the ally character C2 is larger.
[0059] (Area surrounding enemy character C3) Rule R1-2 is a rule that associates a negative evaluation value (minus 10 points in this example) indicating that the area is inappropriate as a movement destination with the condition that the area is the surrounding area of the enemy character C3. This is because the target character C1 regards the surrounding area of the enemy character C3 as a dangerous area where it is difficult to receive a pass and where the ball is easily stolen. Here, the surrounding area of the enemy character C3 is an area that includes the position of the enemy character C3. The shape and size of the surrounding area of the enemy character C3 will be explained in the same way as the shape and size of the surrounding area of the ally character C2, and therefore detailed explanation will not be repeated.
[0060] (Area behind enemy character C3) The rule R1-3 is a rule that associates a negative evaluation value (minus 8 points in this example) indicating that the area is inappropriate as a destination with the condition that the area is the rear area of the enemy character C3. This is because the rear area of the enemy character C3 is inappropriate as a pass route for the target character C1 when receiving a pass, and a place that is inappropriate as a pass route is also considered to be inappropriate as a destination. Here, the rear area of the enemy character C3 is an area that includes at least a part of a half line that has an end point at the position of the enemy character C3 and does not include the position of the target character C1, among lines that pass through the positions of the target character C1 and the enemy character C3. The shape of the rear area is, for example, a sector centered on the position of the enemy character C3, but is not limited to this. In addition, the size of the rear area (for example, the central angle, radius, etc. of the sector) may be determined according to the characteristic information associated with the enemy character C3. For example, the size of the rear area may be larger as the momentum parameter of the enemy character C3 is larger.
[0061] (Examples of evaluation values) FIG. 7 is a diagram showing an example of an evaluation value given to a target character C1 using the region determination rule R1 shown in FIG. 6. In FIG. 7, ally characters C2a and C2b are shown as an example of an ally character C2, and enemy characters C3a and C3b are shown as an example of an enemy character C3. In this case, the region determination unit 112 applies the rule R1-1 to each unit region included in the circular peripheral regions A2a and A2b centered on the positions of the ally characters C2a and C2b, respectively, and gives an evaluation value of +10. In addition, the region determination unit 112 applies the rule R1-2 to each unit region included in the circular peripheral regions A3a and A3b centered on the positions of the enemy characters C3a and C3b, respectively, and gives an evaluation value of -10. In addition, the region determination unit 112 applies the rule R1-3 to each unit region included in the sector-shaped rear regions A4a and A4b of the enemy characters C3a and C3b, respectively, and gives an evaluation value of -8. Moreover, the region determining unit 112 assigns an evaluation value of 0 to a region to which none of the rules R1-1 to R1-3 applies.
[0062] The region determination unit 112 also sums up the evaluation values assigned to each unit region. For example, the region determination unit 112 sums up the evaluation values +10 and -10 for each unit region that is included in the surrounding region A2a and the surrounding region A3a and is not included in the rear region A4a to calculate an evaluation value of 0. The region determination unit 112 also sums up the evaluation values +10, -10, and -8 for each unit region that is included in the surrounding region A2a, the surrounding region A3a, and the rear region A4a to calculate an evaluation value of -8. The region determination unit 112 also sums up the evaluation values +10 and -8 for each unit region that is included in the surrounding region A2a and the rear region A4a and is not included in the surrounding region A3a to calculate an evaluation value of +2. In addition, the area determination unit 112 calculates an evaluation value of -18 by adding up the evaluation values -10 and -8 for each unit area that is included in the surrounding area A3a and the rear area A4a but not included in the surrounding area A2a, and for each unit area that is included in the surrounding area A3b and the rear area A4b.
[0063] In this example, the momentum parameter of the friendly character C2a is greater than that of the friendly character C2b, and therefore the radius of the surrounding area A2a is greater than that of the surrounding area A2b. Also, the momentum parameter of the enemy character C3a is greater than that of the enemy character C3b, and therefore the radius of the surrounding area A3a is greater than that of the surrounding area A3b. Also, the central angle and radius of the rear area A4a are greater than those of the rear area A4b.
[0064] (Examples of the first attribute area and the second attribute area) FIG. 8 is a diagram showing an example of a plurality of regions determined for the target character C1 based on the evaluation values shown in FIG. 7. Here, the region determination unit 112 uses 0 as a threshold value, and a collection of consecutive unit regions to which an evaluation value of 0 or more has been assigned is determined as a region of the first attribute, and a collection of consecutive unit regions to which an evaluation value of less than 0 has been assigned is determined as a region of the second attribute. In FIG. 8, the region G1 (region filled with a diagonal line pattern) is determined as a region of the first attribute because an evaluation value of 0 or more has been calculated in FIG. 7. That is, the position included in the region G1 is preferable as a destination of the target character C1. In addition, the regions G2 and G3 (regions filled with a horizontal dotted line pattern) are determined as regions of the second attribute because an evaluation value of less than 0 has been assigned in FIG. 7. That is, the positions included in the regions G2 and G3 are not preferable as destinations of the target character C1.
[0065] In this way, the region determination unit 112 determines a first attribute region G1 that is associated with the target character C1 and includes the positions of the friendly characters C2a and C2b. The region determination unit 112 also determines a second attribute region G2 that is associated with the target character C1 and includes the position of the enemy character C3a and its rear region. The region determination unit 112 also determines a second attribute region G3 that is associated with the target character C1 and includes the position of the enemy character C3b and its rear region.
[0066] (Step S104) In step S104, the candidate determination unit 113 determines candidates for the movement destination of the target character C1 based on the progress of the game. Here, the candidate determination unit 113 determines the movement destination of the target character C1 by referring to the candidate determination rules R2 stored in the storage unit 120. For example, the candidate determination unit 113 determines candidates for the movement destination of the target character C1 by applying a rule among the candidate determination rules R2 that matches the progress of the game (the state of the ball O23, the position of each character O21, the characteristic information of each character O21, etc.).
[0067] Note that the processes of steps S102 and S104 do not necessarily have to be performed in this order, but may be performed in the order of step S104 and step S102, or may be performed in parallel.
[0068] (Step S106) In step S106, the movement control unit 114 judges which of the multiple regions determined in step S102 in association with the target character C1 includes the candidate destination determined in step S104. In other words, the movement control unit 114 branches the subsequent processing in order to control the movement mode of the target character C1 to be different depending on the attribute of the region including the candidate destination among the multiple regions associated with the target character C1.
[0069] (Step S108) If it is determined in step S106 that the candidate destination is included in the region of the first attribute, the process of this step is executed. In step S108, the movement control unit 114 controls the target character C1 to start moving to the destination.
[0070] (Step S110) If it is determined in step S106 that the candidate destination is included in the region of the second attribute, the process of this step is executed. In step S110, the movement control unit 114 controls the target character C1 to restrict movement to the destination.
[0071] In this embodiment, restricting the movement means not moving the target character C1. "Not moving" means not changing the position of the target character C1. Other ways of restricting the movement will be described later as modified examples.
[0072] (Step S112) After the processing of step S108 or step S110 is completed, the processing of this step is executed. In step S112, the game progression unit 111 updates information that may change during the match. For example, the information that may change during the match includes the position of the ball O23, parameters associated with the match, and parameters associated with each character O21. For example, the game progression unit 111 executes a process of adding the score of the user team, the score of the opposing team, the elapsed time of the match, and the like as a process of updating parameters associated with the match during the match. Also, for example, the game progression unit 111 executes a process of decreasing a stamina value that affects running speed, and the like as a process of updating parameters associated with each character O21 during the match.
[0073] (Step S114) In step S114, the game progression unit 111 updates the display of the game screen based on the results of execution of steps S102 to S112.
[0074] (Step S116) In step S116, the game progression unit 111 determines whether or not the soccer game has ended. If the answer is No in step S116, the information processing device 10 repeats the processing from step S102. If the answer is Yes in step S116, the information processing device 10 ends the processing.
[0075] For example, the game progression unit 111 determines that a soccer game has ended when a predetermined in-game time has elapsed since the start of the game. Also, for example, the game progression unit 111 determines that a game has ended when a user operation to instruct the game to end is received.
[0076] This completes the description of the flow of the information processing method executed by the information processing device 10.
[0077] In this manner, in this embodiment, whether or not to actually move toward a destination candidate determined by the candidate determination unit 113 is controlled according to the multiple regions determined by the region determination unit 112. In other words, the determination by the region determination unit 112 is prioritized over the determination by the candidate determination unit 113. In further other words, the region determination rule R1 is prioritized over the candidate determination rule R2.
[0078] (Specific example 1 of the movement mode of the target character C1) In the process cycle of steps S102 to S114, it is assumed that a candidate destination of the target character C1 is included in the area of the second attribute, and movement to the destination is restricted. In this case, in the next process cycle, it is assumed that the candidate destination determined for the target character C1 does not change from the previous cycle, and at least a part of the multiple areas has changed, so that the candidate destination is included in the area of the first attribute. In this case, the target character C1 moves in such a manner that movement toward the destination is temporarily suspended, and then movement toward the destination is started.
[0079] (Specific example 2 of the movement mode of the target character C1) In the process cycle of steps S102 to S114, it is assumed that a candidate destination of the target character C1 is included in the area of the first attribute and the target character C1 starts moving to the destination. In this case, in the next process cycle, it is assumed that the candidate destination determined for the target character C1 does not change from the previous cycle, and at least a part of the multiple areas has changed, so that the candidate destination is included in the area of the second attribute. In this case, the target character C1 moves in such a manner that after starting to move toward the candidate destination, the target character C1 stops moving before arriving at the destination.
[0080] (Specific example 3 of movement mode of target character C1) In the process cycle of steps S102 to S114, it is assumed that a candidate destination of the target character C1 is included in the area of the second attribute and the target character C1 starts moving to the destination. In this case, in the next process cycle, it is assumed that the candidate destination determined for the target character C1 changes from the previous cycle and the candidate destination is included in the area of the first attribute. In this case, the target character C1 moves in such a manner that after starting moving to the destination, the destination is changed and the target character C1 starts moving to a different destination.
[0081] <Effects of this embodiment> According to this embodiment, a first attribute region and a second attribute region are determined based on the progress of the game in association with at least one target character C1 among the multiple characters O21. When a candidate destination of the target character C1 is included in the first attribute region, the target character C1 starts moving to the destination, but when the candidate destination of the target character C1 is included in the second attribute region, the movement to the destination is restricted.
[0082] Therefore, the target character C1 can be moved in a manner that matches the game progress surrounding the target character C1, for example, by immediately starting to move toward the destination or temporarily suspending the movement. As a result, the user's sense of satisfaction with the movement of the target character C1 can be further improved.
[0083] [Variation 1] In the above embodiment, in step S110 of FIG. 5, the movement control unit 114 has been described as restricting the movement of the target character C1 to the destination, in which the target character C1 is not moved. In a modified version, in step S110, the movement control unit 114 may reduce the amount of movement of the target character C1. "Reducing the amount of movement" includes limiting the movement of the target character C1 to within a peripheral area of the position of the character C1. However, in this case, the peripheral area does not include positions that are candidates for the movement destination of the target character C1. In other words, the character C1 will stay within the peripheral area before moving to the candidate destination position. In this case, the target character C1, whose movement is restricted, starts to move but behaves as if hesitating. In this manner, in this modified version, the target character C1, whose movement is restricted, moves slightly.
[0084] As a result, in this modified example, the movement mode of the target character C1 when a candidate for the movement destination of the target character C1 is included in the area of the second attribute can be made more natural than when the target character C1 is not moved at all.
[0085] [Modification 2] The "restrict movement" mode in step S110 in Fig. 5 can be further modified as follows. In this modification, in step S110, the movement control unit 114 selects and determines the mode for restricting the movement of the target character C1 from among a plurality of candidates. For example, in this modification, a case will be described in which the candidates are a "no movement" mode and a "reduced amount of movement" mode.
[0086] In this case, the movement control unit 114 selects the mode of restricting the movement by referring to other rules. The other rules include conditions related to the progress of the match part, and may be rules determined according to, for example, the score difference, the remaining time, and the like. As an example, if the attribute of the area including the candidate destination is the second attribute in step S106, the movement control unit 114 selects either the mode of "not moving" or the mode of "reducing the amount of movement" in step S110 by referring to the other rules described above. As a result, the target character C1 moves slightly or does not move at all depending on the progress of the match part.
[0087] For example, when the score difference between the teams is small, the movement control unit 114 restricts the movement of the target character C1 by reducing the amount of movement, and when the score difference between the teams is large, the movement is restricted by not moving the target character C1. As another example, when the remaining time of the match is short, the movement control unit 114 restricts the movement of the target character C1 by reducing the amount of movement, and when the remaining time is long, the movement is restricted by not moving the target character C1. As a result, the target character C1 moves slightly even though its movement is restricted in a tense situation such as a small score difference or little remaining time, and does not move at all in a relaxed situation.
[0088] In this manner, in this modified example, the manner in which the movement of the target character C1 is restricted can be varied depending on the progress of the match part, making the movement manner more natural.
[0089] [Other Modifications] In the above-described embodiment, the information processing device 10 may control the movement of each of the characters O21 other than the operation character operated by the user as a target character C1 among the multiple characters O21. This improves the user's sense of satisfaction with these characters O21.
[0090] In the above-described embodiment, an example was described in which the attribute information associated with the multiple regions indicates either the first attribute or the second attribute. Not limited to this, the attribute information associated with the multiple regions may indicate any of three or more attributes. In this case, the movement control unit 114 may change the movement mode depending on the attribute of the region in which the candidate destination is included. For example, it is assumed that there are three attributes, namely, the first attribute to the third attribute. In this case, the movement control unit 114 may start the movement of the target character C1 when the candidate destination of the target character C1 is included in the region of the first attribute, reduce the movement amount of the target character C1 when included in the region of the second attribute, and not move the target character C1 at all when included in the region of the third attribute.
[0091] In the above embodiment, the area determination rule R1 is mainly described as a rule R1-1 applied to the area around the friendly character C2, a rule R1-2 applied to the area around the enemy character C3, and a rule R1-3 applied to the area behind the enemy character C3. However, the number and contents of the area determination rules are not limited to these.
[0092] In the above-described embodiment, an example has been described in which the information processing device 10 realizes a soccer game that imitates soccer. However, the information processing device 10 may realize other games in which multiple characters move in a game space.
[0093] 〔summary〕 From the above-described exemplary embodiments, the following configurations can be understood. Note that, in order to facilitate understanding of each embodiment, reference numerals in the drawings are conveniently placed in parentheses below, but this is not intended to limit the present invention to the embodiments shown in the drawings.
[0094] A game program according to one embodiment of the present invention causes one or more computers to execute a progression step (S100) of progressing a game in which a plurality of characters (O21) move in a game space, an area determination step (S102) of determining, during the progress of the game, a plurality of non-overlapping areas (G1, G2, G3) in the game space based on the progress of the game, associated with at least one character (C1) of the plurality of characters, a candidate determination step (S104) of determining, during the progress of the game, candidate destinations for the character (C1) based on the progress of the game, and control steps (S106, S108, S110) of controlling the movement mode of the character (C1) to differ depending on which of the plurality of areas (G1, G2, G3) associated with the character (C1) the candidate destination is included in.
[0095] According to the above configuration, the movement of the character is controlled based on the area associated with the character and determined based on the progress of the game, so that the movement of the character is more in line with the situation of the character, which can further improve the user's satisfaction with the character's movement.
[0096] In the above-mentioned game program, it is preferable that each of the plurality of areas (G1, G2, G3) is associated with attribute information indicating one of a plurality of attributes, and the control steps (S106, S108, S110) control the movement mode of the character (C1) to differ depending on the attribute of an area that includes the candidate destination among the plurality of areas (G1, G2, G3) associated with the character.
[0097] This allows the manner in which the character moves to a candidate destination to be different for as many different attributes as there are areas, improving the user's sense of satisfaction with the character's movement.
[0098] In the above-mentioned game program, it is preferable that the multiple attributes include a first attribute and a second attribute, and the control steps (S106, S108, S110) control the character (C1) to start moving to the candidate destination when the candidate destination is included in the area of the first attribute, and to restrict the movement to the destination when the candidate destination is included in the area of the second attribute.
[0099] This controls whether the character immediately moves to a destination candidate acquired for the character depending on whether the destination candidate is included in the first attribute region or the second attribute region associated with the character. This allows the control of the character's movement to be reflected in whether the destination candidate is preferable as a destination to move to immediately, improving the user's satisfaction with the character's movement.
[0100] In the above-mentioned game program, it is preferable that the area determination step (S102) determines the multiple areas (G1, G2, G3) in association with at least one (C1) of the multiple characters based on the positions of other characters (C2, C3) different from the character (C1).
[0101] This allows the character to move in accordance with the positions of characters other than the character in question, further improving the user's sense of satisfaction with the character's movement.
[0102] In the above-mentioned game program, it is preferable that the area determination step (S102) determines the size of at least one of the multiple areas (G1, G2, G3) for at least one of the multiple characters (C1) in accordance with characteristic information associated with the other characters (C2, C3).
[0103] This allows the movement of the character to be more appropriately controlled, taking into account the characteristics of the other characters. For example, if the area of the first attribute including the positions of the other characters having characteristics that affect a wider range is set larger, the character can be more easily moved to the periphery of the other characters. Also, for example, if the area of the second attribute including the positions of the other characters having characteristics that affect a wider range is set larger, the character can be less likely to move to the periphery of the other characters. This improves the user's sense of satisfaction with the character's movement.
[0104] In the above-mentioned game program, it is preferable that the game is a game in which a plurality of teams compete against each other, each of the plurality of characters (O21) belongs to one of the plurality of teams, and the area determination step (S102) determines, in association with at least one (C1) of the plurality of characters, an area of the first attribute so as to include the position of another character (C2) belonging to the same team as the character (C1), and determines an area of the second attribute so as to include the position of another character (C3) belonging to a different team than the character (C1).
[0105] This controls the character to start moving into an area including friendly characters and restrict movement into an area including opponent characters, so that the character moves while taking into account the positions of friendly characters and opponent characters, improving the user's sense of satisfaction with the character's movement.
[0106] In the above-mentioned game program, it is preferable that the area determination step (S102) determines, as the area of the second attribute, an area associated with at least one (C1) of the plurality of characters, including an area behind the position of another character (C3) belonging to a different team from the character (C1) as seen from the character (C1).
[0107] This controls the character so that it is restricted from moving to the area behind the opponent, thereby improving the user's sense of satisfaction with the character's movement.
[0108] A game system according to one embodiment of the present invention includes a game progression unit (111) that progresses a game in which a plurality of characters (O21) move through a game space, an area determination unit (112) that determines a plurality of non-overlapping areas (G1, G2, G3) in the game space based on the progress of the game, associated with at least one character (C1) of the plurality of characters during the progress of the game, a candidate determination unit (113) that determines candidate destinations for the character (C1) based on the progress of the game during the progress of the game, and a movement control unit (114) that controls the movement mode of the character (C1) to differ depending on which of the plurality of areas (G1, G2, G3) associated with the character (C1) the candidate destination is included in.
[0109] The above configuration provides the same effects as the game program described above.
[0110] A method according to one embodiment of the present invention is a method executed by one or more computers, and includes a progression step (S100) of progressing a game in which a plurality of characters (O21) move through a game space, an area determination step (S102) of determining, during the progression of the game, a plurality of non-overlapping areas (G1, G2, G3) in the game space based on the progress of the game, associated with at least one character (C1) of the plurality of characters, a candidate determination step (S104) of determining, during the progression of the game, candidate destinations for the character (C1) based on the progress of the game, and control steps (S106, S108, S110) of controlling the movement mode of the character (C1) to differ depending on which of the plurality of areas (G1, G2, G3) associated with the character (C1) the candidate destination is included in.
[0111] The above configuration provides the same effects as the game program described above.
[0112] [Software or hardware implementation examples] In the above-described embodiment and each modified example, an example has been described in which the control unit 110 of the information processing device 10 is realized by software. That is, a program executed by a computer to achieve the object of the present invention is stored in the auxiliary memory 13 of the computer shown in Fig. 2, and the control unit 110 of the information processing device 10 is realized by the processor 11 reading and executing the program.
[0113] In this case, the auxiliary memory 13 for storing the above program may be a "non-transitory tangible medium", such as a ROM (Read Only Memory), as well as a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, etc.
[0114] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or a broadcast wave). Another aspect of the present invention may be realized in the form of a data signal embedded in a carrier wave, in which the program is embodied by electronic transmission.
[0115] The control unit 110 of the information processing device 10 is not limited to being realized by software, but may be realized by a logic circuit (hardware) formed on an integrated circuit (IC chip) or the like.
[0116] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0117] 10. Information processing device 11 Processors 12 Main Memory 13 Auxiliary Memory 14 Communication Interface 15 Input / Output Interface 16 Output Devices 17 Input Devices 110 Control section 111 Game Progression Section 112 Area determination section 113 Candidate Decision Department 114 Movement control section 120 Storage section 121 Game Program 122 User Information 123 Game Information
Claims
1. On one or more computers, a progressing step of progressing a game in which a plurality of characters move in a game space; a region determining step of determining, during the progress of the game, a plurality of non-overlapping regions in the game space based on a progress status of the game, in association with at least one character among the plurality of characters; a candidate determination step of determining candidates for a destination of the character based on a progress status of the game during the progress of the game; a control step of controlling the state of the character moving toward the candidate destination to be different depending on which of the plurality of regions associated with the character the candidate destination is included in; A game program that executes the above.
2. Each of the plurality of regions is associated with attribute information indicating one of a plurality of attributes; the control step performs control to change an appearance of the character moving toward the candidate destination depending on an attribute of an area including the candidate destination among the plurality of areas associated with the character, the area being changed depending on an attribute of the area including the candidate destination.
2. The game program according to claim 1 .
3. the plurality of attributes includes a first attribute and a second attribute; the control step includes controlling the character to start moving to the destination when the candidate destination is included in an area of the first attribute, and controlling the character to restrict the movement to the destination when the candidate destination is included in an area of the second attribute. The game program according to claim 2.
4. the region determining step determines the plurality of regions in association with at least one of the plurality of characters, based on a position of another character different from the at least one character; The game program according to any one of claims 1 to 3.
5. the game is a game in which a plurality of teams compete against each other, each of the plurality of characters belonging to one of the plurality of teams; The region determining step determines a region of the first attribute associated with at least one of the plurality of characters so as to include positions of other characters belonging to the same team as the character, and determines a region of the second attribute so as to include positions of other characters belonging to a different team from the character. The game program according to claim 3.
6. a game progression unit that progresses a game in which a plurality of characters move around a game space; a region determination unit that determines, during the progress of the game, a plurality of non-overlapping regions in the game space based on a progress status of the game, in association with at least one character among the plurality of characters; a candidate determination unit that determines candidates for a destination of the character based on a progress status of the game during the progress of the game; a movement control unit that controls a state of the character moving toward the candidate destination to be different depending on which of the plurality of regions associated with the character the candidate destination is included in; A game system including:
7. A method implemented by one or more computers, comprising: a progressing step of progressing a game in which a plurality of characters move in a game space; a region determining step of determining, during the progress of the game, a plurality of non-overlapping regions in the game space based on a progress status of the game, in association with at least one character among the plurality of characters; a candidate determination step of determining candidates for a destination of the character based on a progress status of the game during the progress of the game; a control step of controlling the state of the character moving toward the candidate destination to be different depending on which of the plurality of regions associated with the character the candidate destination is included in; The method includes:
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