Program and Object Control Device
The system addresses the challenge of managing object interactions in virtual spaces by specifying object group regions and determining actions within these regions, enhancing user experience and processing efficiency.
Patent Information
- Application Number
- JP2023134084
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-21
- Publication Date
- 2025-06-19
- Estimated Expiration
- 2043-08-21
AI Technical Summary
Existing game programs struggle to effectively determine and manage the effects and actions of objects, such as non-player characters, in virtual spaces, particularly when these objects form groups.
A computer-based system that specifies an object group region within a virtual space, determines actions or effects for objects within this region, and realizes these actions or effects, allowing for group-based management of object interactions.
Enables the determination of effects and actions by objects in units of groups, improving user experience by controlling noise levels and processing loads, and allowing for more complex and realistic interactions in virtual environments.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an object control device.
Background Art
[0002] In a game program, there is one in which voice is reproduced as the pronunciation of a non-player character (see, for example, Patent Document 1). In the example of Patent Document 1, a determination area having a predetermined shape is set, and voice that is repeatedly generated at a random time interval determined within a time range corresponding to the number of non-player characters present in the determination area is reproduced.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The effects caused by objects such as non-player characters or the actions of objects affect the user's experience (so-called user experience). For example, in a virtual space, it is important how to determine the effects and actions related to objects forming a group.
[0005] In the present disclosure, it is possible to determine the effects caused by objects or the actions of objects in units of groups.
Means for Solving the Problems
[0006] A first aspect causes a computer to a region specifying unit that attempts to specify an object group region, which is a region in a virtual space including a first object equal to or more than a threshold number, within a predetermined range of the virtual space, and For the first object within the object group region, a determination unit that determines an action or an effect resulting from the first object, function as a processing unit that realizes the action or the effect determined by the determination unit in the virtual space, the virtual space is divided into a plurality of small regions within the predetermined range, the object group region is one of the small regions or a predetermined number of adjacent small regions is a program.
[0007] In a first aspect, the region specifying unit may perform the division by defining the predetermined range based on the position of a second object operated by a user.
[0008] In the aspect, the region specifying unit may re-perform the division according to the movement of the second object.
[0009] In the aspect, for the first object not included in the object group region, at least part of the action and the effect may be controlled to be different from those of the first object within the object group region.
[0010] In the aspect, the region specifying unit First step: Select a group of small regions as candidates for the object group region Second step: If the number of the first objects within the group of small regions selected as the candidates exceeds the threshold number, determine the group of small regions as the object group region Repeat the process, In the first step, in the process of repetition, the current selection range may be shifted to newly select the group of small regions as the candidates.
[0011] In the aspect, Each of the first objects has a set pronunciation timing. When the pronunciation of a plurality of the first objects is determined as the action, the processing unit may play voice data including the voices of a predetermined number of the first objects when the timing for a predetermined first object (hereinafter referred to as a pronunciation object) within the object group area to pronounce is reached.
[0012] In the above aspect, The processing unit may be configured not to play voice data even when the timing for a first object within the object group area other than the pronunciation object to pronounce is reached.
[0013] In the above aspect, The area specifying unit may change the form of the object group area according to the terrain set in the virtual space or the objects arranged in the virtual space.
[0014] A second aspect is an object control device including a storage unit storing the program of the above aspect, and a control unit that executes the program.
Advantages of the Invention
[0015] According to the present disclosure, the effects caused by the objects or the actions of the objects can be determined in units of groups of objects.
Brief Description of the Drawings
[0016]
Figure 1
Figure 2
Figure 3
Modes for Carrying Out the Invention
[0017] [Embodiment] The program and object control device of the present disclosure can be used for service provision in a virtual space (for example, services such as so-called metaverse). There is no limitation on the services to be provided.
[0018] Hereinafter, as an example, an example of providing a game as a service in a virtual space will be described. In the following example, the program is implemented as a game program, and the object control device is realized as a game device. In the game device, the game program is executed.
[0019] 《Overview of the Game》 In this game program, m (meter) is used as the unit of distance in the virtual game space (hereinafter referred to as virtual space VS). In this game program, 1.0 meter in the real world is corresponded to a distance of 1.0 in the coordinate system of the virtual space, and the size of objects (such as characters, buildings, trees, etc.) in the virtual space VS is determined.
[0020] In the game by this game program, in response to the user's operation, the player character is made to move in the three-dimensional virtual space VS. In this game, there may be cases where groups are formed among player characters to perform various actions.
[0021] Non-player characters exist in the virtual space VS. The non-player character is an object that can execute actions independently. That is, the non-player character is not an object of operation by the user.
[0022] In this game, the non-player character appears as an opponent (target to be defeated) of the player character. The non-player characters may appear in groups.
[0023] Non-player characters may make sounds. Examples of non-player character sounds include, for example, the barking of a monster. For each non-player character, the timing of making a sound and the type of sound (such as a barking sound) made at that timing are set.
[0024] 《Configuration of the Game Device》 〈Hardware Configuration〉 Figure 1 is a block diagram showing the configuration of the game device 5. The game device 5 executes a predetermined game based on the user's operation. An external connection or built-in display 61 (display device), speaker 62, and controller 63 are provided in the game device 5.
[0025] As the game device 5, for example, commercially available devices such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark) can be used.
[0026] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can perform data communication with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0027] The game device 5 includes a network interface 51, a graphic processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, graphic processing unit 52, audio processing unit 53, operation unit 54, and storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0028] The network interface 51 is communicably connected to the communication network, for example, to transmit and receive various data to and from other game devices 5 and external server devices (not shown).
[0029] The graphic processing unit 52 draws a game image including the player character and various objects in the virtual space (hereinafter referred to as the virtual space VS) in video format according to the game image information output from the control unit 56. The graphic processing unit 52 is connected to a display 61 (for example, a liquid crystal display). The game image drawn in video format is displayed on the display 61 as a game screen.
[0030] The graphic processing unit 52 displays a predetermined range within the virtual space VS on the display 61. The graphic processing unit 52 determines the display range according to the instruction of the control unit 56.
[0031] The audio processing unit 53 is connected to a speaker 62. The audio processing unit 53 reproduces digital game sounds according to the instruction of the control unit 56. Specifically, the audio processing unit 53 converts the audio data output by the control unit 56 into an analog signal and outputs it to the speaker 62.
[0032] The operation unit 54 is connected to a controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. The user (the player of the game) inputs signals (instructions, data, etc.) to the game device 5 by operating various operators such as the buttons of the controller 63.
[0033] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. Various programs including game data and game programs are stored in the storage unit 55. Examples of the game data include game media and the user's account information.
[0034] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. Programs and data for operating the CPU are stored in the semiconductor memory.
[0035] <Functional Configuration of the Control Unit 56> By executing the game program, the control unit 56 functions as a game progress unit 561, an area identification unit 562, a determination unit 563, and a processing unit 564 (see Fig. 1).
[0036] (Game progress unit 561) The game progress unit 561 advances the game by operating the player character PC, the non-player character NPC, and a predetermined object in the virtual space VS. Hereinafter, the non-player character NPC may be referred to as the first object. The player character PC may be referred to as the second object.
[0037] In this game, the non-player character NPC is an enemy character such as a monster. In this game, a plurality of non-player characters NPC appear. The game progress unit 561 uses, for example, AI (artificial intelligence) in controlling the operation of the non-player character NPC.
[0038] According to the operation control of the game progress unit 561, the non-player character NPC may attack the player character PC. In the attack of the non-player character NPC, the non-player character NPC may surround the player character PC in a group (herd).
[0039] The game progress unit 561 controls the operation of the player character PC according to the instruction of the user (player). The instruction of the user is input to the operation unit 54 by the controller 63. The operation unit 54 sends the input (user instruction) from the controller 63 to the game progress unit 561.
[0040] For example, the user can instruct the game progress unit 561 to move the player character PC by operating the controller 63. The user can attack the enemy character (non-player character NPC) such as a monster from the player character PC by operating the controller 63.
[0041] (Area Specific Part 562) The area specific part 562 identifies a group of non-player characters NPCs (monsters). In this game program, a group includes non-player characters NPCs equal to or more than a threshold number Th. The value of the threshold number Th may be arbitrarily set by the developer of the program. In this embodiment, the threshold number Th is 5.
[0042] When identifying a group, the area specific part 562 divides a predetermined range of the virtual space VS (hereinafter, for convenience of explanation, referred to as the division range A) into a plurality of small areas R (grids). FIG. 2 shows an example of the division range A and the small area R. In FIG. 2, only a part of the division range A is shown.
[0043] The area specific part 562 determines the division range A based on the position of the player character PC. In this example, the division range A is a two-dimensional predetermined range centered on the player character PC.
[0044] The size of the division range A may be arbitrarily set by the developer of the program. In this game program, the division range A is a range within which the voices of non-player characters NPCs can reach the player character PC. In this game program, the division range A is a range of 40m × 40m.
[0045] Since the division range A is a two-dimensional area, the small area R is also a two-dimensional area. The size of the small area R may be arbitrarily set by the developer of the program. In this game program, each small area R is a square with a side length of 2m.
[0046] When identifying a group, the area specific part 562 attempts to identify the object group area G within the division range A. The object group area G is an area within the virtual space VS that includes non-player characters NPCs equal to or more than the threshold number Th. The object group area G is formed by a predetermined number (described later) of adjacent small areas R. The object group area G is a two-dimensional area.
[0047] The size of the object group area G (the number of small areas R it contains) may be arbitrarily set by the developer of the program. In the example of FIG. 2, the object group area G is composed of 2×2 small areas R.
[0048] The area specifying unit 562 repeats the following steps to specify a cluster (object group area G) within the division range A.
[0049] First step: In the first step, a small area group is selected as a candidate for the object group area G. Specifically, in the first step, as a candidate for the object group area G, a small area group having the same shape as the object group area G (in this example, 2×2 small areas R) is selected. If there is no candidate for the object group area G currently selected, a predetermined number (in this example, 2×2) of small areas R are acquired in order from the outermost small area R in the division range A as the first candidate.
[0050] On the other hand, when a small area group has already been selected as a candidate for the object group area G, the area specifying unit 562 shifts the current selection range and newly selects a small area group as the candidate. However, the area specifying unit 562 selects the candidate so as not to overlap with the already determined object group area G.
[0051] Second step: In the second step, when the number of the first objects in the small area group selected as a candidate exceeds the threshold number Th, the small area group is determined as the object group area G. Specifically, in the second step, the area specifying unit 562 counts the number of non-player characters NPCs in the small area group selected as the candidate. When the count value exceeds the threshold number Th, the small area group is determined as the object group area G. It may be considered that there is a cluster composed of a predetermined number of non-player characters NPCs within the object group area G.
[0052] For the method of counting non-player characters (NPCs) within the small area group, various methods can be adopted. In this program, the area identification unit 562 compares the coordinate range of the selected small area group with the coordinates where the NPC of interest is located. If, as a result of the comparison, it can be determined that the NPC is within the small area group, the count is incremented.
[0053] The repetition of the first step and the second step ends when the selection range in the first step covers the entire division range A. At the end point, it is possible that the object group area G is not set at all.
[0054] (Determination unit 563) The determination unit 563 determines the actions of the non-player characters (NPCs) within the object group area G in units of the object group area G (group unit). The determination unit 563 may determine, as an action for the determination, the pronunciation of the barking sounds of a plurality of non-player characters (monsters forming a group) as an action.
[0055] The determination unit 563 may also determine the effects caused by the non-player characters (NPCs) within the object group area G in group units. The effects caused by the non-player characters (NPCs) are phenomena that occur in the virtual space as a result of the actions of the non-player characters (NPCs). As such a phenomenon, the determination unit 563 may determine, for example, the pronunciation of footsteps generated when the non-player character (NPC) walks.
[0056] For non-player characters (NPCs) outside the object group area G, the determination unit 563 determines the actions and effects individually.
[0057] (Processing unit 564) The processing unit 564 realizes the effects or actions determined by the determination unit 563 in the virtual space VS. For example, when the pronunciation of the non-player character (NPC) within the object group area G is determined as the action, the processing unit 564 plays the voices of the non-player characters (NPCs) as a group.
[0058] Specifically, when it is the timing for a predetermined non-player character NPC (hereinafter referred to as a pronunciation object) in the object group area G to pronounce, the processing unit 564 instructs the audio processing unit 53 to play the audio data. When giving such an instruction, the processing unit 564 designates one piece of audio data to the audio processing unit 53.
[0059] The audio data designated by the processing unit 564 records voices as a group (voices of a plurality of non-player characters NPC). That is, regarding the non-player characters NPC in the object group area G, the audio data of individual non-player characters NPC is not played.
[0060] The number of non-player characters NPC to be recorded in the audio data for the group is arbitrary. The audio data may record the voices of non-player characters NPC equal to or more than the threshold number Th, or may record the voices of non-player characters NPC less than the threshold number Th. It is important that the audio data is configured so that it does not feel noisy when the user views it.
[0061] The non-player character NPC that becomes the pronunciation object may be any non-player character NPC in the object group area G. The non-player character NPC that becomes the pronunciation object may be determined in advance. For example, when there is a leader-like non-player character NPC in the object group area G, the audio as a group may be played at the pronunciation timing of the leader.
[0062] Regarding the non-player characters NPC in the object group area G other than the pronunciation object, the processing unit 564 does not cause them to pronounce even when it is the timing to pronounce. By doing so, it is possible to prevent the user from feeling noisy.
[0063] For non-player characters NPC outside the object group area G, the processing unit 564 controls at least a part of the actions and effects to be different from those of non-player characters NPC within the object group area G.
[0064] 《Operation example》 When the game starts, the game progress unit 561 operates the player character PC (second object) in the virtual space VS according to the operation of the user's (game player) controller 63. The game progress unit 561 operates objects such as non-player characters NPC in the virtual space VS as necessary. The game progress unit 561 causes the actions of the player character PC, non-player characters NPC, etc. to be displayed on the display 61 via the graphic processing unit 52.
[0065] The area specifying unit 562 detects the position of the player character PC. The area specifying unit 562 determines the division range A according to the position of the player character PC. The area specifying unit 562 divides the division range A into a plurality of small areas R. The area specifying unit 562 re-performs the division when the player character PC moves.
[0066] The area specifying unit 562 attempts to specify the object group area G within the division range A. That is, the area specifying unit 562 is searching for a group of non-player characters NPC (monsters) equal to or more than the threshold number Th. In this example, the threshold number Th is 5.
[0067] Suppose that as the game progresses, a plurality of non-player characters NPC (monsters) gather around the player character PC (see FIG. 2). Also, suppose that the area specifying unit 562 sets the object group area G. In the example of FIG. 2, three object group areas G are set.
[0068] When the object group area G is set, the determination unit 563 determines the actions of the non-player characters NPC within the object group area G or the effects caused by the non-player characters NPC within the object group area G.
[0069] Here, it is assumed that the determination unit 563 has determined that the non-player character NPC barks. In response to this determination, the processing unit 564 designates voice data for a group (the voices of a group of barking monsters) and instructs the audio processing unit 53 to play it.
[0070] Also, it is assumed that the determination unit 563 has determined ground vibration as an effect caused by the action of the non-player character NPC. In response to this determination, the processing unit 564 designates voice data of ground vibration in units of groups and instructs the audio processing unit 53 to play it.
[0071] The audio processing unit 53 plays the voice data specified by the processing unit 564. As a result, the voices of a group of non-player characters NPCs (monsters) barking are played from the speaker 62. Further, ground vibration is played from the speaker 62.
[0072] Summarizing the above, this aspect functions as a region specifying unit 562 that attempts to specify an object group region G, which is a region within a virtual space VS including a first object (non-player character NPC) equal to or more than a threshold number, within a predetermined range of the virtual space VS, a determination unit 563 that determines an action or an effect caused by the first object within the object group region G, and a processing unit 564 that realizes the action or the effect determined by the determination unit 563 in the virtual space VS. The virtual space VS is a program in which the predetermined range is divided into a plurality of small regions R, and the object group region G is one of the small regions R or a predetermined number of adjacent small regions R.
[0073] 《Effects of this Embodiment》 According to this embodiment, the effects caused by an object or the actions of an object can be determined in units of a group of objects. For example, if the members of the group each pronounce, the user may feel it is noisy. It is not easy to individually control the volume of the members of the group. In contrast, in this embodiment, since voice playback can be controlled in units of the group, voice data (sound source) can be selected so that the user does not feel noisy.
[0074] [Modification Example of the Embodiment] FIG. 3 is a diagram showing a small region R and an object group region G in a modification example of the embodiment. The small regions R in FIG. 3 are assigned branch numbers to the reference signs for convenience of explanation (for example, R-1, R-2, etc.).
[0075] As shown in FIG. 3, the object group region G is composed of 1×1 small regions R (see the small region R-6 in FIG. 3). In this modification example, the size of the object group region G is equal to the size of the small region R. The small region R in this modification example is larger than the small region R in the above embodiment.
[0076] Also in this modification example, the region specifying unit 562 divides the division range A into a plurality of small regions R. The region specifying unit 562 executes the first step and the second step. Since the object group region G is a 1×1 small region R, the processing load of these steps in the control unit 56 is smaller than the processing load in Embodiment 1.
[0077] <<Operation Example>> Also in this modification example, the region specifying unit 562 detects the position of the player character PC. The region specifying unit 562 determines the division range A according to the position of the player character PC. The region specifying unit 562 divides the division range A into a plurality of small regions R. The determination and division of the division range A by the region specifying unit 562 are updated when the player character PC moves.
[0078] The region specifying unit 562 attempts to specify the object group region G in the division range A. Also in this modification example, the number of thresholds Th = 5.
[0079] In the example of FIG. 3, the small area R-6 is detected as the object group area G. In other words, the non-player characters NPCs in the small area R-6 are treated as a group. On the other hand, the five non-player characters NPCs existing in the small areas R-1 to R-4 (= the threshold number Th) are not treated as a group.
[0080] Once the object group area G is set, the determination unit 563 determines the actions of the non-player characters NPCs within the object group area G or the effects caused by the non-player characters NPCs within the object group area G. In this example, it is assumed that the utterance of a barking sound is determined as the action.
[0081] For the non-player characters NPCs within the division range A and outside the object group area G, the determination unit 563 determines individual actions. In this example, it is assumed that the determination unit 563 determines the utterance of a barking sound for each of the non-player characters NPCs existing in the small areas R-1 to R-4.
[0082] The processing unit 564 selects voice data according to the determination of the determination unit 563 and instructs the audio processing unit 53 to play the voice. The audio processing unit 53 plays the voice data specified by the processing unit 564. Thereby, from the speaker 62, the voice of a group of non-player characters NPCs (monsters) barking is played. Further, from the speaker 62, the voices of the non-player characters NPCs within the small areas R-1 to R-4 barking individually are played.
[0083] 《Effects of this Embodiment》 In this embodiment, the formation of a group is determined in units of the small area R. Therefore, the processing load on the area specifying unit 562 is smaller than the processing load on the area specifying unit 562 in the first embodiment. That is, this modification is useful for applications that require a reduction in processing load.
[0084] Also in this modified example, the pronunciation of non-player characters (NPCs) as a group is controlled so that the user does not feel it is noisy. That is, even if the non-player characters (NPCs) in the small regions R-1 to R-4 pronounce individually, the overall noise felt by the user can be reduced.
[0085] [Other Embodiments] The control by this program is not limited to the control of pronunciation. In the virtual space, it can be used for the control of objects in units of groups (multiple object units). For example, the object group determined as a group may be made to act in units of the group. More specifically, it is conceivable to move in units of the group or to perform cooperative actions (attacks) with the individuals in the group.
[0086] The application of this program is not limited to games. It can be used for object control in virtual spaces other than games.
[0087] The reference position (second object) in determining the division range A is not limited to the player character PC. The second object may be other characters or a virtual camera (a virtual object that specifies the displayed screen).
[0088] The pronunciation object may be randomly selected from among the non-player characters (NPCs) in the object group area G. The non-player character (NPC) closest to the player character PC in the object group area G may be used as the pronunciation object.
[0089] The size of the small region R and the number of small regions R that make up the object group area G are merely examples. The shape of the small region R is not limited to a square. For example, the small region R may be a rectangle or other shapes.
[0090] The division range A and the small region R may be configured in three dimensions.
[0091] At least one of the division range A and the small area R may be created in advance at the program development stage, and the information may be held as data.
[0092] The object group area G may change its form according to the terrain or the like set in the virtual space. For example, in a narrow passage, it is conceivable to form an elongated object group area G. The number of small areas R constituting the object group area G may be dynamically changed.
[0093] The program may implement an interface for the user to set the number of threshold values Th.
[0094] The number of threshold values Th may vary depending on the type of object (e.g., monster).
[0095] The voice data may be generated (synthesized) during the execution of the program.
[0096] In the processing unit 564, the voice data to be selected may be changed according to the scale of the group (the number of first objects in the object group area G).
[0097] The classification by the area specifying unit 562 may be executed at predetermined time intervals.
[0098] The program may be implemented to be executed in cooperation by a plurality of computers (e.g., a server and a client). For example, it is conceivable to implement the program as a game program for an online game. When the program is executed by a server and a client, the processing performed by the control unit 56 on the client side may be performed by the server instead, or may be shared by the server and the client (game device 5).
[0099] Even when these other embodiments are adopted, the functions and effects of this aspect are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments and between other embodiments.
Explanation of Signs
[0100] 55 Memory unit 56 Control unit 562 Region specific unit 563 Decision unit 564 Processing unit A Division range (predetermined range) G Object group area NPC Non-player character (first object) PC Player character (second object) R Small area Th Threshold number VS Virtual space
Claims
1. A computer, An area specifying unit that attempts to specify an object group area, which is an area within a virtual space containing a threshold number or more of first objects, within a predetermined range of the virtual space, A determination unit that determines an action or an effect caused by the first object within the object group area, A processing unit that functions to realize the action or the effect determined by the determination unit in the virtual space, In the virtual space, the predetermined range is divided into a plurality of small areas, The object group area is one of the small areas or a predetermined number of adjacent small areas, The area specifying unit performs the division by defining the predetermined range based on the position of a second object operated by a user. Program.
2. In the program of Claim 1, The area specifying unit redoes the division in response to the movement of the second object. Program.
3. In the program of Claim 1, For the first object not included in the object group area, the processing unit controls at least a part of the action and the effect to be different from those of the first object within the object group area. Program.
4. A computer, An area specifying unit that attempts to specify an object group area, which is an area within a virtual space containing a threshold number or more of first objects, within a predetermined range of the virtual space, A determination unit that determines an action or an effect caused by the first object within the object group area, A processing unit that functions to realize the action or the effect determined by the determination unit in the virtual space, The virtual space is divided into a plurality of small regions within the predetermined range, The object group area is one of the small regions or a predetermined number of adjacent small regions, The area specifying unit First step: Select a group of small regions as candidates for the object group area Second step: If the number of the first objects within the group of small regions selected as the candidates exceeds the threshold number, determine the group of small regions as the object group area Repeat the above steps, In the first step, during the repetition process, shift the current selection range and newly select the group of small regions as the candidates Program.
5. In the program of claim 1, Each of the first objects has a set pronunciation timing, When the pronunciation of a plurality of the first objects is determined as the action, the processing unit plays voice data including the voices of a predetermined number of the first objects when the timing for a predetermined first object (hereinafter referred to as the pronunciation object) within the object group area to pronounce arrives Program.
6. In the program of claim 5, The processing unit does not play voice data even when the timing for the first objects within the object group area other than the pronunciation object to pronounce arrives Program.
7. In the program of claim 1, The area specifying unit changes the form of the object group area according to the terrain set in the virtual space or the objects arranged in the virtual space Program.
8. A storage unit storing the program of claim 1, A control unit that executes the program, An object control device including the same.
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