Program, Information Processing System
The program enables games to process both manual and automatic responses, addressing the limitations of existing systems and improving user convenience by allowing seamless integration of both game modes.
Patent Information
- Application Number
- JP2024151968
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-04
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2044-03-15
AI Technical Summary
Existing information processing systems for games lack the ability to seamlessly integrate both manual and automatic responses, limiting user convenience and flexibility.
A program that enables a computer to advance a game by processing both automatic and manual responses, allowing for simultaneous or parallel progression of manual and automatic game modes.
This solution enhances user convenience by allowing games to progress both manually and automatically, providing users with a flexible gaming experience.
Smart Images

Figure 0007699278000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an information processing system.
Background Art
[0002] Conventionally, an information processing system that can be switched between a manual mode in which a game is advanced by a manual response based on a user's operation and an automatic mode in which the game is advanced by an automatic response without depending on the user's operation is known (for example, Patent Documents 1 and 2). Patent Document 1 discloses restricting the automatic mode after the game is advanced in the automatic mode and releasing the restriction on the automatic mode by advancing the game in the manual mode. Patent Document 2 discloses making the automatic mode available for a predetermined period.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a situation where both manual response and automatic response can be used, it is expected to improve the convenience for the user.
Means for Solving the Problems
[0005] The gist of a program according to one aspect of the present disclosure is to cause a computer to advance a game by processing both an automatic response and a manual response.
Effects of the Invention
[0006] According to the present disclosure, the convenience for the user can be improved.
Brief Description of the Drawings
[0007]
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[0008] The information processing system according to the present disclosure will be described with reference to the drawings. [Outline of Information Processing System] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or as a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to the user 11 of each terminal 100. In the following description, when simply referred to as "game", it means the game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides a user 11 with a function of playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player of the game. Each terminal 100 is an example of a computer (information processing device). The server 200 is an example of a computer (information processing device).
[0009] [Network] As an example, the network 20 is composed of the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet by an access point.
[0010] [Hardware Configuration of Terminal] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
[0011] As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may preferably include a communication interface 140 and an input / output interface 150. The terminal 100 may preferably include a microphone 160, a speaker 170, a touch screen 180, and a GNSS receiver 185. Each component included in the terminal 100 is connected to a communication bus 190.
[0012] The processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130 according to a signal given to the terminal 100 or according to the fulfillment of a predetermined condition. For example, the processor 110 can be realized as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other arithmetic device.
[0013] Memory 120 temporarily stores programs and data. As an example, a program is read from storage 130. The data includes data transmitted to terminal 100 and data generated by processor 110. For example, memory 120 can be implemented as RAM (Random Access Memory) or other volatile memory. Storage 130 permanently stores programs and data. For example, storage 130 can be implemented as ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Storage 130 may be implemented as a removable storage device such as a memory card.
[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program implements a game function. The game program provides an environment for user 11 to play a game. The game program implements a function for executing events within the game. In the following description, when simply referred to as an "event", it shall mean an event executed within the game. The communication program implements a function for communicating with other computers. As an example, the other computer is server 200. Storage 130 may store an operating system, a simulation program, a user authentication program, and other programs.
[0015] For example, the data stored in storage 130 may include data for defining a virtual space, data for defining various objects, and user information. The data for defining a virtual space may include map data. The various objects may include characters, equipment, and objects that make up various game screens. As an example, user information includes a user ID, a user name, gender, age, address, etc. User information may include virtual currency within the game held by user 11, in-game items, and various rewards.
[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to those described above.
[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (registered trademark) (High-Definition Multimedia Interface), or other wired communication interface. For example, the input / output interface 150 can be implemented as Bluetooth (registered trademark) or other wireless communication interface.
[0018] As an example, the input device 300 is a controller. The controller has one or more operating components. For example, the one or more operating components may include buttons, keys, switches, handles, bars, touch pads, or sticks. The controller transmits an output value based on the operation of the user 11 on the operating component to the terminal 100. As an example, the controller may include motion sensors such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit the output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0019] The input device 300 is not limited to those described above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measuring sensor. The distance measuring sensor may be configured to transmit an output value based on the detection of the hand of the user 11 or a marker or the like to the terminal 100.
[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into speech and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with earphones or an earphone jack to which earphones can be connected.
[0021] As an example, the touch screen 180 includes a monitor 181 and a touch sensor 182. The monitor 181 can be realized as a transmissive or non-transmissive display device. For example, the monitor 181 can be realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or other display devices. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor for displaying an image for the left eye and a sub-monitor for displaying an image for the right eye.
[0022] The touch sensor 182 transmits an output value based on the operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be implemented as a capacitive touch sensor, a resistive film touch sensor, an ultrasonic touch sensor, or other touch sensors. The input surface of the touch sensor 182 is part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operating device configured to receive the input operation of the user 11. For example, when the operating device is the touch sensor 182, the processor 110 receives the physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, the modes of input operations using the touch sensor 182 can include tap, swipe, drag, flick, and other modes.
[0023] The operating device is not limited to the above-described configuration. For example, when the operating device is the communication interface 140, the processor 110 receives the signal transmitted from an operating device (not shown) connected via the network 20 as the input operation of the user 11. For example, when the operating device is the input / output interface 150, the processor 110 receives the signal transmitted from the external input device 300 as the input operation of the user 11. For example, when the input device 300 is a camera and a distance measuring sensor, the processor 110 receives the captured image and the gesture detected based on the output value as the input operation of the user 11 when the hand of the user 11 is detected from the received captured image. For example, when the input device 300 is a controller, the processor 110 receives the output value transmitted from the controller as the input operation of the user 11.
[0024] The GNSS receiver 185 receives positioning information transmitted from a plurality of positioning satellites that constitute a GNSS (Global Navigation Satellite System), and acquires the position information of the terminal 100 based on the received positioning information. As an example, the positioning information includes at least the position coordinates of the positioning satellite and the transmission time of the positioning information. For example, GNSS includes GPS (Global Positioning System), GLONASS, Galileo, and BeiDou, etc. The GNSS receiver 185 may be configured to be able to receive positioning information from augmentation satellites in a specific area. As an example, the position information may be the latitude and longitude of the terminal 100. As an example, the position information may include the altitude of the terminal 100. The GNSS receiver 185 can be used as a positioning device that acquires information for specifying the position information of the terminal 100.
[0025] The positioning device is not limited to the above-described configuration. For example, when the positioning device is the input / output interface 150, the processor 110 specifies the current position of the terminal 100 based on the signal transmitted from the external input device 300. For example, when the input device 300 is a camera, the processor 110 specifies the current position of the terminal 100 by specifying the shooting position based on the received captured image. Also, the position information of the terminal 100 may be corrected according to the detection results by the acceleration sensor, the gyro sensor, and the magnetic sensor.
[0026] [Hardware Configuration of Server] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. Each component included in the server 200 is connected to the communication bus 290.
[0027] The processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230 according to a signal given to the server 200 or according to the fulfillment of a predetermined condition. For example, the processor 210 can be realized as a CPU, GPU, MPU, FPGA, or other arithmetic device.
[0028] The memory 220 temporarily stores programs and data. As an example, the program is read from the storage 230. The data can include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 can be realized as a RAM or other volatile memory.
[0029] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, hard disk device, flash memory, or other non-volatile storage device. The storage 230 may be realized as a removable storage device such as a memory card. The server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scenario where a plurality of information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.
[0030] The storage 230 stores a game program and a communication program. As an example, the game program realizes a game function. The communication program realizes a function of communicating with other computers. As an example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for defining an object, and user information.
[0031] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to those described above.
[0032] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as Bluetooth (registered trademark) or other wireless communication interface.
[0033] [Functions of the terminal] As shown in FIG. 2, one or more of the components of the terminal 100 are combined to functionally form a functional unit (module). As an example, the terminal 100 may include a game control unit 101, a manual response unit 102, an automatic response unit 103, a position acquisition unit 105, a display control unit 106, a storage unit 107, a communication unit 108, and an input / output unit 109. As an example, the game control unit 101 and the display control unit 106 can be realized by the processor 110. As an example, the manual response unit 102 and the automatic response unit 103 can be realized by the processor 110. As an example, the position acquisition unit 105 can be realized by the GNSS receiver 185. As an example, the storage unit 107 can be realized by the memory 120 and the storage 130. As an example, the communication unit 108 can be realized by the communication interface 140. As an example, the input / output unit 109 can be realized by the processor 110, the touch sensor 182, and the input / output interface 150.
[0034] The input / output unit 109 detects an input operation of the user 11 on the touch sensor 182 and an input operation of the user 11 on an external operation device via the input / output interface 150. As an example, the input / output unit 109 can identify the mode of the input operation based on the input operation of the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 109 can identify may include tap, swipe, drag, flick, and other modes. Hereinafter, for the touch sensor 182, the fact that the finger or the like of the user 11 touches it is simply referred to as a touch.
[0035] When a touch on the touch sensor 182 is started, the input / output unit 109 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 is interrupted, the input / output unit 109 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 109 identifies the coordinates of the touch position at that time (hereinafter referred to as the touch current position). The input / output unit 109 identifies the mode of the input operation by the user 11 based on the touch time from the touch start to the touch end and the change in the touch position.
[0036] The position acquisition unit 105 acquires the position information of the terminal 100. As an example, the position information may be the latitude and longitude as the coordinate values of the terminal 100. As an example, the position information may include altitude as the coordinate value of the terminal 100. As an example, the position acquisition unit 105 acquires the position information at every predetermined time. As an example, the predetermined time is 1 second. However, it is not limited to this, and the predetermined time may be less than 1 second or more than 1 second. To improve the accuracy of the coordinate values, the position acquisition unit 105 may make it possible to acquire the position information in real time as much as possible. To avoid data load and data volume pressure, the predetermined time for acquiring the position information may be arbitrarily changed. In this specification, "the position in the real space" means the coordinate value of the terminal 100 specified as the position information. As an example, the position in the real space is represented by the coordinate values on the Earth (the surface of the earth) in the real world. However, it is not limited to this, and the position in the real space may be a partial region on the earth or may be in outer space.
[0037] The communication unit 108 receives various information from one or more servers 200. As an example, the information received by the communication unit 108 from the server 200 may include progress information and user information. The progress information is information for controlling the progress of the game. The progress information may include various requests.
[0038] The communication unit 108 transmits various information to one or more servers 200. As an example, the information transmitted by the communication unit 108 to the server 200 may include play information and user information. The play information is information for reflecting the input operation by the user 11 in the progress of the game. The play information is output according to the input operation received by the input / output unit 109. The play information is output according to the position information acquired by the position acquisition unit 105. The play information may include various requests.
[0039] The game of the present disclosure is controlled by a manual mode in which the game progresses by a manual response based on the operation of user 11, and an automatic mode in which the game progresses by an automatic response without being based on the operation of user 11. The manual response is that various instructions regarding the game are specified based on the operation of user 11. The game progresses based on the instructions specified by the manual response. The automatic response is that various instructions regarding the game are automatically specified without being based on the operation of user 11. The game progresses based on the instructions specified by the automatic response. The various instructions include a manual instruction by a manual response and an automatic instruction by an automatic response. The play information includes manual play information generated based on the manual instruction and automatic play information generated based on the automatic instruction. The game when progressing by a manual response is referred to as a "manual game", and the game when progressing by an automatic response is referred to as an "automatic game". Although details will be described later, in the manual mode, the manual game and the automatic game can progress independently of each other and in parallel. As an example, the manual game and the automatic game are games with the same content, but their subsequent progress situations can be different even if they are started simultaneously. In the automatic mode, the manual game does not progress, and the automatic game progresses.
[0040] The game control unit 101 defines a virtual space that serves as the stage of the game. As an example, the game control unit 101 defines a virtual movement space that serves as the stage of field movement in the game. The virtual movement space is an example of the virtual space. The virtual movement space includes a first virtual movement space for executing the manual game and a second virtual movement space for executing the automatic game. As an example, although there are differences between the first virtual movement space and the second virtual movement space in terms of the response method and some processing contents depending on the difference in the response method, the configuration as a virtual space is the same. In the following description, when simply referred to as the "virtual movement space", it is intended not to distinguish between the first virtual movement space and the second virtual movement space.
[0041] The game control unit 101 arranges various objects in each virtual movement space. The various objects include field objects that constitute a virtual field. As an example, the field objects are arranged based on map data. That is, the game control unit 101 constructs a virtual movement space based on the map data of the real space. As an example, in each virtual movement space, field objects corresponding to various information indicating roads, buildings, parks, rivers, ponds, and seas, etc. of the real space included in the map data are arranged. Therefore, in each virtual movement space, a virtual field recognizable as a map corresponding to the real world is constructed by the field objects. Each position in the virtual field corresponds to a position in the real space respectively.
[0042] The various objects include user objects corresponding to the user 11. As an example, the user object is a player character (avatar). The user object is not limited to being a character, and may be a symbol or an icon. The user object is arranged at a position corresponding to the position of the real space of the terminal 100 among each virtual movement space. That is, the user object becomes information indicating the current location of the user 11 who holds the terminal 100. The various objects include event objects corresponding to events. The event object is arranged at a position corresponding to any position in the real space among each virtual movement space.
[0043] As will be described in detail later, in the game, when the terminal 100 reaches the position in the real world corresponding to the arrangement position of the event object in each virtual movement space (virtual field), the event corresponding to the event object can be executed. In the following description, the position of the terminal 100 in the real space may be simply referred to as the "terminal position". In the following description, in the real space, the position corresponding to the arrangement position of the event in the virtual space may be simply referred to as the "event position". Both the terminal position and the event position are positions in the real space. As an example, the arrangement position of the event object in each virtual movement space can be grasped as the arrangement position of the event in the virtual movement space. In the game, when the terminal position and the event position have a predetermined relationship, the event can be executed. The predetermined relationship may be that the terminal position and the event position coincide. Not limited to this, the predetermined relationship may be that the terminal position is within a specified range from the event position. In each virtual movement space, it can also be said that when the user object reaches the event object, the event can be executed. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can conduct various lotteries regarding the progress of the game. Note that the manual game using the first virtual movement space and the automatic game using the second virtual movement space may have different progress situations due to differences in the instruction content and the results of the lottery and determination regarding the progress of the game in addition to the different instruction contents.
[0044] The game control unit 101 defines a virtual event space that serves as the stage for the events in the game. The virtual event space is an example of a virtual space. The virtual event space includes a first virtual event space for executing a manual game and a second virtual event space for executing an automatic game. As an example, although there are differences between the first virtual event space and the second virtual event space in the response method and some processing contents depending on the difference in the response method, the configuration as a virtual space is the same. In the following description, when simply referred to as the "virtual event space", it is intended not to distinguish between the first virtual event space and the second virtual event space.
[0045] The game control unit 101 arranges various objects in each virtual event space. The various objects in each virtual event space include field objects. The various objects include user objects. The game control unit 101 can perform various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game. Note that, in addition to the different instruction contents, the manual game using the first virtual event space and the automatic game using the second virtual event space may result in different progress situations due to different lottery and determination results regarding the progress of the game.
[0046] The game control unit 101 generates game play information according to the game progress information, various instructions related to the game, various determination results, and various lottery results. The progress information includes manual progress information for controlling the manual game and automatic progress information for controlling the automatic game. As an example, the game control unit 101 generates manual play information according to the manual progress information, various manual instructions related to the game, various determination results, and various lottery results. As an example, the game control unit 101 generates automatic play information according to the automatic progress information, various automatic instructions related to the game, various determination results, and various lottery results.
[0047] Each play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 108. As an example, the processor 110 can perform the functions corresponding to the steps by executing the steps for receiving various information as the game control unit 101. As an example, the processor 110 can perform the functions corresponding to the steps by executing the steps for transmitting various information as the game control unit 101. As an example, the processor 110 can perform the functions corresponding to the steps by executing the steps for advancing the game as the game control unit 101.
[0048] The manual response unit 102 identifies the instruction of the user 11 and outputs the identified instruction to the game control unit 101 in a scenario where the user 11 can input a predetermined instruction. The manual response unit 102 identifies the instruction of the user 11 based on the manual progress information, the touch position received by the input / output unit 109, the mode of the input operation, the position of the user object in the first virtual movement space, and the position of the event object. As an example, the game control unit 101 can identify an event start instruction. The game control unit 101 identifies the instruction of the user 11 according to the manual progress information, the touch position received by the input / output unit 109, the mode of the input operation, and the coordinates of each object in the first virtual event space. As an example, it is possible to identify an operation instruction for the user object. As an example, the processor 110 can perform functions corresponding to the steps by executing steps for identifying various instructions as the manual response unit 102.
[0049] The automatic response unit 103 automatically identifies an instruction without depending on the operation of the user 11 and outputs the identified instruction to the game control unit 101 in a scenario where the user 11 can input a predetermined instruction. The automatic response unit 103 automatically identifies an instruction based on the automatic progress information, the position of the user object in the second virtual movement space, and the position of the event object. As an example, Automatic response unit 103 can identify an event start instruction. The automatic response unit 103 automatically identifies an instruction according to the automatic progress information, the touch position received by the input / output unit 109, the mode of the input operation, and the coordinates of each object in the second virtual event space. As an example, Automatic response unit 103 can identify an operation instruction for the user object. As an example, the processor 110 can perform functions corresponding to the steps by executing steps for identifying various instructions as the automatic response unit 103.
[0050] As an example, the automatic response unit 103 may specify an instruction according to the progress of the game by means of control using AI (Artificial Intelligence). For example, the AI can adopt one or both of a machine learning type AI and a rule-based type AI in combination. As an example, the machine learning type AI can improve the accuracy of specifying the optimal instruction according to the progress of the game from multiple instructions by supervised learning, unsupervised learning, reinforcement learning, and combinations thereof. As an example, the machine learning type AI learns a large amount of learning data including the progress of the game, the specified instruction, and the game result to generate a learned model. When data on the progress of the game is input, the machine learning type AI uses the learned model to specify an instruction according to the progress of the game so as to achieve an optimal game result. As an example, the game result may be the play result of the game over a predetermined period including one or a plurality of events, or may be the play result of one event. As an example, the play result may be the number of executions of the event, the type of event, the achievement status of the task in the event, the type of reward of the event, the amount of reward of the event, etc. As an example, the learned model may be created using DNN (Deep Neural Networks). As an example, DNN includes RNN (Recurrent Neural Networks), LSTM (Long short-term memory), GAN (Generative Adversarial Networks), and CNN (Convolutional Neural Networks). The learned model may be created by clustering. For example, methods such as K-means, hierarchical clustering, and DBSCAN (Density-Based Spatial Clustering of Applications with Noise) are used for clustering. As an example, the rule-based type AI may pre-learn the rules for specifying an instruction according to the progress of the game and specify an instruction based on the learning result. As an example, the rule-based type AI learns the combined data of the progress of the game and the optimal instruction as rules.The rule-based AI identifies instructions according to the progress of the game based on the learned rules.
[0051] The display control unit 106 controls the display content of the monitor 181. For example, the display control unit 106 creates an image to be displayed on the monitor 181. The display control unit 106 creates an image of the game screen according to each progress information received via the communication unit 108. The display control unit 106 creates an image of the game screen according to each play information generated by the game control unit 101. The display control unit 106 displays the image of the game screen on the monitor 181. The display control unit 106 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 106 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image that controls and renders 2D or 3D objects.
[0052] The display control unit 106 controls and renders an object (hereinafter referred to as a UI object) for constructing a user interface (hereinafter referred to as a UI) necessary for the input operation of the user 11. The UI object is information for assisting the input operation of the user 11 necessary for advancing the game. For example, the UI objects are icons, buttons, lists, windows, and menus. Each of the various UI objects shown in the present disclosure is merely an example and is not limited to those forms. As an example, the processor 110 can perform the functions corresponding to the steps by executing the steps for controlling the display content of the monitor 181 as the display control unit 106.
[0053] The functions corresponding to each step in each terminal 100 can be realized by hardware and software (program) executed by the processor 110. The software may be pre-stored in the storage 130. The software may be stored in a non-volatile data storage medium readable by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a program product that can be downloaded by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer such as the server 200 via the communication interface 140, and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in a form of an executable program. The processor 110 executes the program.
[0054] [Function of Server] As shown in FIG. 3, the components of the server 200 are combined one or more at a time to form a functional unit (module) having a functional coherence. As an example, the server 200 may include a game control unit 201, a storage unit 207, a communication unit 208, and an input / output unit 209. The server 200 may include a display control unit (not shown). The server 200 may include a position information acquisition unit that acquires the position information of the terminal 100. As an example, the game control unit 201 can be realized by the processor 210. As an example, the storage unit 207 can be realized by the memory 220 and the storage 230. As an example, the communication unit 208 can be realized by the communication interface 240. As an example, the input / output unit 209 can be realized by the processor 210 and the input / output interface 250.
[0055] The communication unit 208 receives various types of information from each terminal 100. As an example, the information received by the communication unit 208 from each terminal 100 includes play information and user information. The communication unit 208 transmits various types of information to each terminal 100. As an example, the information transmitted by the communication unit 208 to each terminal 100 includes progress information and user information. The input / output unit 209 may detect and accept an input operation of the user 11 with respect to an external input device via the input / output interface 250.
[0056] The game control unit 201 advances the game according to each play information received by the communication unit 208 from the terminal 100. The game control unit 201 defines, as an example of a virtual space, a first virtual movement space and a second virtual movement space. The game control unit 201 arranges various objects in each virtual movement space. The various objects include field objects and user objects. The game control unit 201 can make various determinations regarding the progress of the game. The game control unit 201 can conduct various lotteries regarding the progress of the game. As an example, the game control unit 201 generates manual progress information according to manual play information, various manual instructions related to the game, the positions of the objects in the first virtual movement space, various determination results, and various lottery results. As an example, the game control unit 201 generates automatic progress information according to automatic play information, various automatic instructions related to the game, the positions of the objects in the second virtual movement space, various determination results, and various lottery results.
[0057] The game control unit 201 defines, as an example of a virtual space, a first virtual event space and a second virtual event space. The game control unit 201 arranges various objects in each virtual event space. The various objects include field objects and user objects. The game control unit 201 can perform various determinations regarding the progress of the game. The game control unit 201 can conduct various lotteries regarding the progress of the game. As an example, the game control unit 201 generates manual progress information according to manual play information, various manual instructions related to the game, the positions of the objects in the first virtual event space, various determination results, and various lottery results. As an example, the game control unit 201 generates automatic progress information according to automatic play information, various automatic instructions related to the game, the positions of the objects in the second virtual event space, various determination results, and various lottery results.
[0058] Each progress information generated by the game control unit 201 is transmitted to the terminal 100 by the communication unit 208. As an example, the processor 210 can perform the functions corresponding to the steps by executing the steps for receiving various information as the game control unit 201. As an example, the processor 210 can perform the functions corresponding to the steps by executing the steps for transmitting various information as the game control unit 201. As an example, the processor 210 can perform the functions corresponding to the steps by executing the steps for advancing the game as the game control unit 201.
[0059] The functions corresponding to each step in server 200 can be realized by hardware and software (program) executed by processor 210. The software may be pre-stored in storage 230. The software may be stored in a non-volatile data storage medium readable by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a program product that can be downloaded by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer such as an external storage device via communication interface 240, and then stored in storage 230. The software is read from storage 230 by processor 210 and stored in memory 220 in a form of an executable program. Processor 210 executes the program.
[0060] [Overview of the Game] As an example, the game according to the present disclosure is a game that utilizes the location information of terminal 100. As an example, in the game, various events are generated based on the location information of terminal 100. As an example, the game includes a movement part that moves a virtual movement space to a user object. As an example, the game includes an event part that executes various events associated with the location of the virtual movement space.
[0061] [Overview of the Movement Part] An example of the specific specifications of the movement part will be described. The user object is placed at a position corresponding to the terminal position in the virtual movement space. When the terminal 100 is moved in the real space, the user object moves in the virtual movement space by being placed at a position corresponding to the then terminal position in the virtual movement space. In the movement part, in the real space, when the terminal 100 reaches the event position, an event associated with the position corresponding to the event position in the virtual movement space becomes executable. The movement part is designed to move to the position in the real space corresponding to the event object placed on the virtual field by the user 11 moving in the real space while holding the terminal 100. One of the purposes of the user 11 in the movement part is to move to the event position while holding the terminal 100 and start the event.
[0062] [Overview of the Event Part] An example of the specific specifications of the event part will be described. As an example, the event includes achieving a predetermined task. As an example, the task is to defeat an enemy object. As an example, the event includes the user 11 operating the user object. As an example, the user object is a character selected by the user 11 from among a plurality of characters. The results of the event include task achievement and task non - achievement as the achievement status of the task in the event. As an example, the task is considered achieved when the enemy object can be defeated within the event time limit. As an example, the task is considered unachieved when the enemy object cannot be defeated within the event time limit.
[0063] As an example, the event is executed with the content of a battle between a single user object and a single enemy object. As an example, in the event, a real-time method is adopted in which all objects operate according to the flow of time in the real space. The achievement condition of the event is that the enemy object becomes incapacitated before the event limit time elapses. The enemy object becomes incapacitated when the hit points (hereinafter referred to as HP), which is one of the parameter values (ability values), becomes 0. The HP of the enemy object decreases when it receives an attack from the user object. The user object may or may not include HP in the parameter values. When the user object includes HP in the parameter values, the user object becomes incapacitated when the HP becomes 0. The HP of the user object decreases when it receives an attack from the enemy object.
[0064] The event may have the content of a battle between a plurality of user objects and a single enemy object. The event may have the content of a battle between a single user object and a plurality of enemy objects. The event may have the content of a battle between a plurality of user objects and a plurality of enemy objects. When a plurality of user objects participate in the event, each user object may be operated by a single user 11, or may be operated by different user 11s. That is, the event may be such that a plurality of user 11s can participate. When a plurality of enemy objects participate in the event, the event may be such that points are awarded when the enemy object becomes incapacitated. In this case, the achievement conditions of the event may be that one or more specific enemy objects become incapacitated, and the total value of the points reaches a specified value, etc.
[0065] As an example, there may be multiple types of events. For example, when an event is configured as a battle with enemy objects, the types of monsters that appear as enemy objects in the battle may be different. As an example, the multiple types of events may have different degrees of difficulty to achieve. When an event is configured as a battle with enemy objects, the parameter values indicating the strength of the enemy objects may be made different. For example, by increasing the values of the attack power, defense power, magic power, and HP of the enemy objects, the degree of difficulty to achieve the event can be increased. As an example, the multiple types of events may have different rewards given to the user when the event is achieved. For example, the reward may be experience points for growing user objects by accumulation, or it may be virtual currency that can be used in the game. For example, the reward may be an item that can be used by the user object, or it may be a weapon that can be equipped by the user object. As an example, the item may be a healing potion that has the effect of recovering the HP of the user object, and a magic potion that recovers the magic points which are one of the parameter values of the user object. The fact that the types of events are different is not limited to at least one of the objects appearing in the event, the degree of difficulty to achieve, and the reward being different, and may include the content of the event being different.
[0066] Events are not limited to the above-described content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, yacht race, ski race, or flight race. An event is not limited to being of a competitive nature. An event may be of a cooperative nature where multiple users or multiple groups cooperate to achieve a task. In this case, the task may be to grow a character, or it may be to build a city or a building. Also, an event may be for the purpose of the user's learning, such as calculation, reading, writing, and drawing.
[0067] [Manual Response, and Automatic Response] The game is executed by setting either the manual mode or the automatic mode. In the automatic mode, the manual game is not in progress while the automatic game is in progress. In the manual mode, the manual game and the automatic game proceed in parallel. Even in the same scene of the game, the instruction contents do not necessarily match between the manual response and the automatic response. Therefore, even for the same type of game that starts simultaneously between the manual game and the automatic game, the progress status at a given point in time can be different. The play results of the game include the manual play result which is the play result of the manual game and the automatic play result which is the play result of the automatic game. Each play result may include one or more matters among the movement route in the movement part, the number of times an event is executed, the type of event, the success or failure of the event task, the presence or absence of the event reward, the type of the event reward, and the amount of the event reward. Each play result may also include the time or number of turns required to achieve the event task, the items in the event, and the consumption amount of parameter values such as HP.
[0068] [Overview of Screen Transitions on Each Terminal] The overview of the screen transition on terminal 100 will be described. As shown in FIG. 4, various screens can be displayed on monitor 181 of terminal 100 according to the progress status of the game and various instructions related to the game. As an example, the various screens may include a movement screen 40 and an event screen 50.
[0069] The movement screen 40 is displayed in the movement part. The movement screen 40 is displayed when no event is being executed. The movement screen 40 can also be said to be a screen for instructing the display of the event screen 50. The movement screen 40 may include information indicating the event position. On the movement screen 40, there is a manual movement screen 401 that is displayed when the movement part is executed by the manual response process due to being set in the manual mode. On the movement screen 40, there is an automatic movement screen 402 that is displayed when the movement part is being executed by the automatic response process due to being set in the automatic mode.
[0070] The event screen 50 is displayed in the event part. The event screen 50 is displayed during the execution of the event. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the result of the event and the reward of the event. On the event screen 50, there is a manual event screen 501 that is displayed when the event part is executed by manual response processing because it is set to the manual mode. On the event screen 50, there is an automatic event screen 502 that is displayed when the event part is executed by automatic response processing because it is set to the automatic mode.
[0071] [An example of the flow of the manual movement part processing] The manual movement part processing is one of the manual response processes and is a process for executing the movement part by manual response. The manual movement part processing is executed when the manual mode is set.
[0072] As shown in FIG. 5, in step S100, when the game program is started, the processor 110 of the terminal 100 starts the game and transmits a game start notification including information that can identify the start of the game to the server 200. Note that the processor 110 of the terminal 100 sets the manual mode as the initial mode. As an example, the game start notification includes the user ID assigned to the user 11 who uses the terminal 100 as one of the user information. As an example, the game start notification includes the position information of the terminal 100. In step S101, the processor 210 of the server 200 receives the game start notification. As an example, based on the game start notification, the processor 210 synchronizes the position information and the map information with the user ID to make the game that uses the position information in a playable state. The processor 210 sets the manual mode as the initial mode.
[0073] In step S102, the processor 110 of the terminal 100 defines a first virtual movement space. As an example, the first virtual movement space is defined based on map data. As an example, a virtual field is constructed in the first virtual movement space. As an example, user objects are arranged in the virtual field in the first virtual movement space. The user objects are arranged at positions corresponding to the positions of the real space of the terminal 100 in the first virtual movement space. The processor 110 arranges a virtual camera for displaying the manual movement screen 401 in the first virtual movement space. As an example, the virtual camera may be arranged at a position overlooking the user objects and the virtual field in the first virtual movement space.
[0074] In step S103, the processor 110 of the terminal 100 displays the manual movement screen 401 on the monitor 181. For example, the processor 110 displays, on the monitor 181 as part of the manual movement screen 401, a range that is within the shooting range of the virtual camera arranged in the first virtual movement space. In the following description, the range (shooting range of the virtual camera) displayed on the manual movement screen 401 in the virtual space is simply referred to as the "display range".
[0075] As an example, event objects are arranged in the first virtual movement space (virtual field). The event objects are arranged in association with positions in the first virtual movement space corresponding to predetermined positions in the real space. As an example, the predetermined positions may be monuments, public facilities, stores, scenic spots, etc. existing in the real space. The event objects are arranged in association with positions in the first virtual movement space corresponding to the event positions as information indicating the event positions. As an example, one event object is arranged in association with a position in the first virtual movement space corresponding to one event position. However, this is not limiting, and a plurality of event objects may be arranged in association with positions in the first virtual movement space corresponding to one event position. The upper limit number of event objects that can be arranged in the first virtual movement space may be singular or plural.
[0076] In step S104, the processor 110 of the terminal 100 executes main terminal processing. The processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. The processor 110 controls the game based on the various information received from the server 200. As an example, the processor 110 acquires the position information of the terminal 100 from the GNSS receiver 185 at predetermined time intervals. Based on the position information, the processor 110 places the user object at the position corresponding to the then-current terminal position in the first virtual movement space. When the terminal position is moving, the processor 110 moves the user object on the virtual field so as to match the then-current terminal position. As an example, every time the processor 110 acquires the position information, it transmits manual play information indicating the acquired position information to the server 200. As an example, the processor 110 receives manual progress information from the server 200. The processor 110 updates the first virtual movement space according to the manual progress information. That is, it can be said that the movement instruction of the user object in the first virtual movement space is performed by moving in the real space while holding the terminal 100. The progress information may include information for placing an event in the first virtual movement space and information capable of specifying the placement position of the event in the first virtual movement space. The processor 110 places the event object at the placement position indicated in the manual progress information in the first virtual movement space. The manual progress information may include information capable of specifying removing an event from the first virtual movement space. The processor 110 removes the instructed event from the first virtual movement space.
[0077] In step S105, the processor 210 of the server 200 defines a first virtual movement space. As an example, a virtual field is constructed in the first virtual movement space. As an example, user objects and event objects are arranged in the virtual field in the first virtual movement space. In step S106, the processor 210 of the server 200 executes server-side main processing. The processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various information received from the terminal 100. As an example, the processor 210 receives manual play information from the terminal 100. The processor 110 updates the first virtual movement space according to the manual play information. For example, the processor 210 determines the arrangement position of an event in the first virtual movement space based on the manual play information. The processor 210 arranges an event in the first virtual movement space and transmits manual progress information indicating the arrangement position of the event in the first virtual movement space to the terminal 100.
[0078] [An example of the flow of the automatic movement part process] The automatic movement part process is one of the automatic response processes and is a process for executing a movement part by an automatic response. The automatic movement part process is executed when the automatic mode is set. The automatic movement part process is also executed when the manual mode is set. In the automatic movement part process, the processor 110 of the terminal 100 specifies various instructions according to the progress of the game by AI control. The automatic movement part process is a process in which, for the manual movement part process, the first virtual movement space is read as the second virtual movement space, and the manual movement screen 401 is read as the automatic movement screen 402. The automatic movement part process is a process in which, for the manual movement part process, the manual response is read as the automatic response, the manual play information is read as the automatic play information, and the manual progress information is read as the automatic progress information. Note that the movement instruction of the user object in the second virtual movement space is performed by moving the real space while holding the terminal 100, similar to the first virtual movement space. The manual movement part process and the automatic movement part process differ in whether the response method is a manual response or an automatic response. On the other hand, the content of the game to be processed is the same for the manual movement part process and the automatic movement part process. The manual movement part process and the automatic movement part process are performed in parallel by the terminal 100 and the server 200. Therefore, the movement part by the automatic response and the movement part by the manual response are executed independently and in parallel with each other.
[0079] [An example of the flow of the manual event part process] The manual event part process is one of the manual response processes and is a process for executing an event part by a manual response. The manual event part process is executed when the manual mode is set.
[0080] As shown in FIG. 6, in step S200, the processor 110 of the terminal 100 identifies an event start instruction when it is in the moving part. As an example, when the processor 110 receives an event start operation, it identifies an event start instruction as a manual response. The event start instruction can be identified when the terminal 100 reaches the event position. As an example, the processor 110 identifies that the terminal 100 has reached the event position when the terminal 100 is located within a specified range centered on the event position. As an example, the specified range may be a cylindrical space with a radius of 50 meters and a height of 50 meters centered on the event position.
[0081] In step S201, the processor 110 of the terminal 100 sends an event start notification indicating the start of the event to the server 200. The event start notification is an example of manual play information. In step S202, the processor 110 of the terminal 100 defines a first virtual event space. The processor 110 arranges field objects in the first virtual event space. The processor 110 arranges the user object of the user 11 and the enemy object in the first virtual event space. In step S203, the processor 110 of the terminal 100 displays the manual event screen 501 on the monitor 181. For example, the processor 110 displays, as part of the manual event screen 501 on the monitor 181, a range that is within the shooting range of a virtual camera arranged in the first virtual event space.
[0082] In step S204, the processor 110 of the terminal 100 executes terminal-side event processing. That is, the processor 110 enables an event arranged in the virtual space to proceed in association with the position in the real space. For example, the processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. As an example, when the processor 110 identifies an action instruction of a user object by a manual response, the processor 110 transmits manual play information indicating the instruction content to the server 200. The processor 110 controls an event based on various information received from the server 200. As an example, the processor 110 updates the first virtual event space based on the manual progress information.
[0083] In step S205, the processor 210 of the server 200 receives an event start notification. In step S206, the processor 210 of the server 200 defines the first virtual event space. The processor 210 arranges field objects in the first virtual event space. The processor 210 arranges the user object of the user 11 and enemy objects in the first virtual event space.
[0084] In step S207, the processor 210 of the server 200 executes server-side event processing. That is, the processor 210 enables the events arranged in the virtual space to proceed in association with the positions in the real space. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls events based on the various information received from the terminal 100. As an example, the processor 210 may receive manual play information from the terminal 100. The processor 210 manages the actions of the user object according to the manual play information. As an example, the processor 210 determines whether the user object has moved. The processor 210 moves the user object based on the determination result. As an example, the processor 210 determines whether an attack has hit an enemy object. When the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the enemy object. The processor 210 transmits manual progress information indicating the result of the action of the user object to the terminal 100.
[0085] The processor 210 of the server 200 also makes the enemy object act. As an example, the processor 210 determines whether the enemy object moves. As an example, the processor 210 moves the enemy object based on the determination result. As an example, the processor 210 may determine whether an attack has hit the user object. When the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the user object. The processor 210 transmits manual progress information indicating the result of the action of the enemy object to the terminal 100.
[0086] The processor 210 of the server 200 executes a process of determining the result of an event at predetermined time intervals. For example, the processor 210 determines whether the achievement condition of the event is satisfied. As an example, the processor 210 determines that the achievement condition of the event is satisfied when the HP of the enemy object becomes 0. When the achievement condition of the event is satisfied, the processor 210 determines task completion as the result of the event. When the achievement condition of the event is not satisfied, the processor 210 determines whether the event limit time has elapsed. When the event limit time has elapsed, the processor 210 determines task non - completion as the result of the event. The processor 210 may determine task non - completion as the result of the event when the event limit time has not elapsed and the HP of the user object becomes 0. After determining the result of the event, the processor 210 ends the event and proceeds to step S208.
[0087] In step S208, the processor 210 of the server 200 grants the reward of the event to the user 11. As an example, when the event is the achievement of a task, the processor 210 can grant the reward associated with the event. For example, when the event is the achievement of a task, a first reward that must be granted to the user 11 may be defined. As an example, the first reward may be experience points and virtual currency. For example, when the event is the achievement of a task, a second reward that is granted to the user 11 when winning a predetermined lottery may be defined. As an example, the second reward may be items and weapons. As an example, when the event fails to achieve the task, the processor 210 may not grant a reward to the user 11. Not limited to this, when the event fails to achieve the task, the processor 210 may grant a reward of lower value compared to when the event achieves the task. Therefore, even if the task of the same event is achieved, the presence or absence of the reward granted to the user 11, the value of the reward, and the amount of the reward can vary. As an example, in step S208, the processor 210 determines one or more reward IDs from among a plurality of reward IDs associated with the event. Then, the processor 210 may grant the reward to the user 11 by associating the determined reward ID with the user ID of the user 11.
[0088] In step S209, the processor 210 of the server 200 transmits an event result notification indicating the result of the event to the terminal 100. The event result notification includes information indicating the reward of the event granted to the user 11. In step S210, the processor 110 of the terminal 100 receives the event result notification. In step S211, the processor 110 of the terminal 100 displays the result of the event on the monitor 181 on the manual event screen 501. The processor 110 displays the reward of the event on the monitor 181 on the manual event screen 501. Then, the processor 110 of the terminal 100 displays the manual movement screen 401 on the monitor 181 and ends the series of processes for executing the event.
[0089] In step S212, the processor 210 of the server 200 accumulates the results of events by manual responses as an example of manual play results and stores them in the memory 220. As an example, the processor 210 updates, as data associated with the user ID, the number of times the event is executed, the type of event, and the success or failure of the event task as the results of events by manual responses. As an example, the processor 210 updates, as data associated with the user ID, the time or number of turns required to achieve the task, the consumption amount of items in the event, and the consumption amount of parameter values such as HP. Then, the processor 210 of the server 200 ends a series of processes for executing the event.
[0090] [An example of the flow of the automatic event part process] The automatic event part process is one of the processes of automatic responses and is a process for executing an event part by an automatic response. The automatic event part process is executed when the automatic mode is set. The automatic event part process is also executed when the manual mode is set. In the automatic event part process, the processor 110 of the terminal 100 specifies various instructions according to the progress of the game by AI control. As an example, the processor 110 specifies an event start instruction as an automatic response by AI control. As an example, the processor 110 specifies an action instruction as an automatic response by AI control.
[0091] The automatic event part process is a process in which, for the manual event part process, the first virtual event space is read as the second virtual event space, and the manual event screen 501 is read as the automatic event screen 502. The automatic event part process is a process in which, for the manual event part process, the manual response is read as the automatic response, the manual play information is read as the automatic play information, the manual progress information is read as the automatic progress information, and the manual play result is read as the automatic play result. Note that after the event ends, the processor 110 of the terminal 100 displays the automatic movement screen 402 on the monitor 188 instead of the manual movement screen 401. The manual event part process and the automatic event part process differ in whether the response method is a manual response or an automatic response. On the other hand, the manual event part process and the automatic event part process have the same game content to be processed. The manual event part process and the automatic event part process can be performed in parallel by the terminal 100 and the server 200. Therefore, the event part with the automatic response and the event part with the manual response are executed independently and in parallel with each other.
[0092] [An example of the flow of the response method change process] The response method change process is a process of changing the response method between a manual response and an automatic response. As shown in FIG. 7, in step S300, the processor 210 of the server 200 records the progress of the automatic game as an example of the automatic play result. Note that step S300 may be executed as step S212. As an example, the processor 210 may start recording the progress of the automatic game based on receiving a game start notification in step S101. As an example, the processor 210 records the progress of the automatic game that is processed in parallel with the manual game over the period from when the manual mode is set until it is released. In the following description, the information stored in the memory 220 as the record of the automatic play result is referred to as play record information. The automatic game includes a movement part by an automatic response and an event part by an automatic response. As an example, the processor 210 may store, in the memory 220, information that can identify a movement trajectory on the virtual field when the automatic response is being executed, or a movement trajectory in the real space based on position information, as the automatic play result. As an example, the processor 210 may store, in the memory 220, information that can identify the result of an event by an automatic response and the reward of the event, as the automatic play result. As an example, the processor 210 stores, in the memory 220, video data that records the transitions of the second virtual movement space and the second virtual event space as the automatic play result. In this case, the video data as the play record information may be various instructions by an automatic response, and the results of lottery and determination based on the various instructions. The video data may be data that records the transitions of the second virtual movement space and the second virtual event space as still images or moving images. The video data is a play video of the game by an automatic response.
[0093] In step S301, when the processor 110 of the terminal 100 is set to the manual mode and is a moving part, it identifies an auto - response start instruction based on an auto - response start operation. In step S302, the processor 110 of the terminal 100 sends an auto - response start request, which is an example of manual play information, to the server 200. In step S303, the processor 110 of the terminal 100 sets the auto - mode and starts the processing of auto - response. As an example, the processor 110 copies the first virtual moving space to the second virtual moving space and switches from the manual moving part processing to the auto - moving part processing. Then, the processor 110 executes the auto - moving part processing and the auto - event processing. In step S304, the processor 210 of the server 200 receives the auto - response start request. In step S305, the processor 210 of the server 200 ends and erases (initializes) the recording of the auto - play result. The processor 210 copies the first virtual moving space to the second virtual moving space and switches from the manual moving part processing to the auto - moving part processing. Then, the processor 210 executes the auto - moving part processing and the auto - event processing.
[0094] In step S306, when the processor 110 of the terminal 100 is set to the automatic mode and is a moving part, it identifies an automatic response cancellation instruction based on an automatic response cancellation operation. In step S307, the processor 110 of the terminal 100 sends an automatic response cancellation request, which is an example of manual play information, to the server 200. In step S308, the processor 110 of the terminal 100 sets the manual mode and starts the processing of the manual response while continuing the processing of the automatic response. That is, the processor 110 processes both the automatic response and the manual response. As an example, the processor 110 copies the second virtual movement space to the first virtual movement space and executes the automatic movement part processing and the manual movement part processing in parallel. Then, the processor 110 executes the manual movement part processing and the manual event processing, and the automatic movement part processing and the automatic event processing, in parallel. In step S306, it can be said that the processor 110 enables the user to select the execution of the processing of both the automatic response and the manual response.
[0095] In step S309, the processor 210 of the server 200 receives the automatic response cancellation request. In step S310, the processor 210 of the server 200 starts recording the automatic play result. Then, the processor 210 of the server 200 sets the manual mode and starts the processing of the manual response while continuing the processing of the automatic response. That is, the processor 210 processes both the automatic response and the manual response. As an example, the processor 210 copies the second virtual movement space to the first virtual movement space and executes the automatic movement part processing and the manual movement part processing in parallel. Then, the processor 210 executes the manual movement part processing and the manual event processing, and the automatic movement part processing and the automatic event processing, in parallel. Thereby, while the manual mode is set and the manual game is in progress, the automatic game is executed in parallel. The play result information of the automatic game is accumulated in the memory 220.
[0096] As shown in FIG. 8, in step S311, it is assumed that the processor 110 of the terminal 100 is set to the manual mode and, when it is a moving part, specifies an instruction for recording confirmation of the automatic play result based on a recording confirmation operation. In step S312, the processor 110 of the terminal 100 transmits a recording confirmation request, which is an example of manual play information, to the server 200. In step S313, the processor 210 of the server 200 receives the recording confirmation request. In step S314, the processor 210 of the server 200 reads out the play record information stored in the memory 220 and transmits it to the terminal 100. This play record information includes the result of an event as an automatic play result and information indicating the reward of the event. In step S315, the processor 110 of the terminal 100 receives the play record information. In step S316, the processor 110 of the terminal 100 displays information indicating the automatic play result on the monitor 181 based on the play record information. As an example, the processor 110 displays the result of one or more events executed by an automatic response and the reward of the event on the monitor 181. Note that the processor 110 of the terminal 100 and the processor 210 of the server 200 interrupt the manual movement part process and the manual event part process from when the recording confirmation instruction is specified until the recording confirmation end instruction is specified. The processor 110 of the terminal 100 and the processor 210 of the server 200 interrupt the automatic movement part process and the automatic event part process from when the recording confirmation instruction is specified until the recording confirmation end instruction is specified. That is, from when the recording confirmation instruction is specified until the recording confirmation end instruction is specified, the manual game and the automatic game are interrupted.
[0097] In step S317, assume that the processor 110 of the terminal 100 is set to the manual mode and, when it is a moving part, identifies a video playback instruction for the automatic game based on the video playback operation. In step S318, the processor 110 of the terminal 100 sends a video playback request, which is an example of manual play information, to the server 200. In step S319, the processor 210 of the server 200 receives the video playback request. In step S320, the processor 210 of the server 200 sends the video data stored in the memory 220 as play record information to the terminal 100. In step S321, the processor 110 of the terminal 100 receives the video data. In step S322, the processor 110 of the terminal 100 plays the received video data and displays it on the monitor 181. In this way, the processor 110 enables the display of play result information for a predetermined period after the automatic response is started.
[0098] In step S323, assume that the processor 110 of the terminal 100 is set to the manual mode and, when it is a moving part, identifies a result change instruction based on the result change operation. In step S324, the processor 110 of the terminal 100 sends a result change request, which is an example of manual play information, to the server 200. The result change request is information for instructing a change in the play result between the automatic play result and the manual play result. In step S325, the processor 210 of the server 200 receives the result change request. In step S326, the processor 210 of the server 200 updates the stored content of the memory 220 so as to change the play result during the period when the manual mode is set from the manual play result to the automatic play result. Then, the processor 210 deletes (initializes) the play record information.
[0099] As an example, the play result to be changed is the result of the event and the reward of the event. That is, user 11 can continue the game by inheriting the result of the event included in the automatic play result stored as play record information, rather than the result of the event included in the manual play result. In this case, the processor 210 may update the data indicating the result of the event associated with the user ID. Also, instead of the reward included in the manual play result, the reward included in the automatic play result stored as play record information is given to user 11. In this case, the processor 210 may update the reward ID associated with the user ID. Thus, when one of the automatic play result and the manual play result is superior to the other play result, the game can be advanced based on the superior play result of one side. As an example, the play result to be changed is the progress of the game. That is, the progress of the manual game is shifted to the current progress of the automatic game. In this case, the processor 210 may copy the second virtual movement space to the first virtual movement space.
[0100] In step S327, the processor 210 of the server 200 transmits change result information indicating the changed result to the terminal 100. The change result information includes the result of the event by the automatic response stored as play record information and the information indicating the reward of the event. In step S328, the processor 110 of the terminal 100 receives the change result information. In step S329, the processor 110 of the terminal 100 updates the stored content of the memory 120 so that the result of the event by the manual response and the reward of the event become the result of the event and the reward of the event indicated in the change result information, respectively. The processor 110 copies the second virtual movement space to the first virtual movement space. Then, the processor 110 of the terminal 100 ends the response method change process. Then, the processor 110 of the terminal 100 and the processor 210 of the server 200 resume the interrupted manual movement part process. The processor 110 of the terminal 100 and the processor 210 of the server 200 resume the interrupted automatic movement part process and the automatic event process.
[0101] After the processor 110 of the terminal 100 identifies the recording confirmation instruction, when it identifies the recording confirmation end instruction based on the recording confirmation end operation, it sends a recording confirmation end request to the server 200. In this case, the processor 110 of the terminal 100 controls the monitor 181 to end the display of the information indicating the automatic play result. The processor 210 of the server 200 receives the recording confirmation end request. Thereafter, the processor 110 of the terminal 100 and the processor 210 of the server 200 resume the interrupted manual movement part process. The processor 110 of the terminal 100 and the processor 210 of the server 200 resume the interrupted automatic movement part process and the automatic event process.
[0102] [An example of the display screen on the terminal and the flow of the process related to the display] [Movement screen] As shown in FIGS. 9 and 10, when the game is started by starting the game program, the game shifts to the movement part, and the movement screen 40 is displayed on the monitor 181 of the terminal 100. The movement screen 40 includes various objects. As an example, the movement screen 40 includes displaying the virtual movement space 80. As described above, the first virtual movement space 801 and the second virtual movement space 802 have the same configuration but are constructed individually. The manual movement screen 401 when the manual mode is set includes a part of the virtual field 800 constructed in the first virtual movement space 801. The automatic movement screen 402 when the automatic mode is set includes a part of the virtual field 800 constructed in the second virtual movement space 802. The virtual field 800 includes one or more field objects 81.
[0103] As an example, the moving screens 401 and 402 each include a user object 91 disposed in the virtual field 800 of the virtual moving spaces 801 and 802. The user object 91 is an object indicating the terminal position. As an example, the moving screens 401 and 402 may sometimes include an event object 92 disposed in the virtual field 800 of the virtual moving spaces 801 and 802. The event object 92 is an object indicating the event position. The event object 92 may be an object indicating the content of the event. The event object 92 may include information indicating the remaining time of the event restriction time. The event object 92 may include information indicating the remaining time of the restart restriction time. As an example, the event object 92 may be an object imitating an enemy character that appears as an opponent in the event, such as a demon or a dragon.
[0104] On the moving screens 401 and 402, a range within the shooting range of the virtual camera CM disposed in the virtual moving spaces 801 and 802, respectively, within the virtual field 800 is displayed. As an example, the virtual camera CM is set at a position overlooking a part of the virtual field 800 together with the user object 91 in the virtual moving spaces 801 and 802. As an example, in the real world, when the user 11 moves with the terminal 100, the user object 91 moves in the virtual field 800. That is, the user 11 can instruct the movement of the user object 91 to the corresponding position in the virtual moving spaces 801 and 802 by moving while holding the terminal 100. As an example, on the moving screens 401 and 402, as the user object 91 moves in the virtual field 800, the virtual camera CM moves, and the state of the user object 91 moving in the virtual field 800 is displayed.
[0105] On the moving screens 401 and 402, when the event object 92 is within the shooting range of the virtual camera CM, the event object 92 is displayed. As an example, when the terminal 100 has reached the event placement position, an event start operation can be performed by tapping on the portion of the monitor 181 where the event object 92 is displayed. As an example, as shown by the dashed line in the figure, the state where the terminal 100 has reached the event placement position may be a state where the terminal 100 is located within a specified range centered on the event placement position.
[0106] When set to the manual mode, on the monitor 181, the event object 92 arranged in the first virtual movement space 801 is displayed, and when an event start operation is performed on the displayed portion, an event start instruction is specified as a manual response. When set to the manual mode, on the monitor 181, the event object 92 arranged in the second virtual movement space 802 is not displayed, but an event start instruction for the event object 92 is automatically specified by an automatic response. When set to the automatic mode, on the monitor 181, the event object 92 arranged in the second virtual movement space 802 is displayed, and an event start instruction is automatically specified by an automatic response even if an event start operation is not performed on the displayed portion.
[0107] The manual movement screen 401 includes a manual mode icon 811 which is an example of information indicating that the manual mode is set. The manual movement screen 401 includes an automatic response result confirmation button 812. As an example, a recording confirmation operation can be performed by tapping on the portion of the monitor 181 where the automatic response result confirmation button 812 is displayed. The manual movement screen 401 includes an automatic response button 813. As an example, an automatic response start operation can be performed by tapping on the portion of the monitor 181 where the automatic response button 813 is displayed. The automatic movement screen 402 includes an automatic mode icon 814 which is an example of information indicating that the automatic mode is set. The automatic movement screen 402 includes an automatic response cancellation button 815. As an example, an automatic response cancellation operation can be performed by tapping on the portion of the monitor 181 where the cancellation button 815 is displayed.
[0108] As shown in FIG. 11, when the processor 110 of the terminal 100 identifies a recording confirmation instruction based on a recording confirmation operation, it displays the recording of the automatic play result on the monitor 181 based on the play record information transmitted from the server 200 (step S316). As an example, the recording of the automatic play result may be displayed as a recording window 83 including the progress of the automatic game. As an example, the recording window 83 may include automatic response result information 831 indicating the automatic play result. The automatic response result information 831 may include one or more arbitrarily selectable items among the number of executions of the event by the automatic response, the success or failure of the event, and the reward of the event that would be given to the user 11 if it is an automatic response. As an example, the number of executions of the event may be shown as the number of executions of the battle. The success or failure of the event may be shown as the number of victories (number of defeats) in the battle. The reward of the event may be shown as the cumulative experience points obtained through one or more events. The reward of the event may be shown as the type and quantity of items obtained through one or more events. As an example, the recording window 83 may include manual response result information 832 indicating the manual play result during the recording of the automatic play result. The manual response result information 832 may include one or more arbitrarily selectable items among the number of executions of the event by the manual response, the success or failure of the event, and the reward of the event. The reward of the event shown in the manual response result information 832 is the reward of the event given to the user 11 by the progress of the game by the manual response.
[0109] As an example, the recording window 83 may include a result change button 833. As an example, a result change operation can be performed by tapping on the part of the monitor 181 where the result change button 833 is displayed. When a result change instruction is identified based on the result change operation, the play result is changed from the manual play result to the automatic play result (steps S323 to S329).
[0110] As an example, the recording window 83 may include a video playback button 834. As an example, in the monitor 181, a video playback operation can be performed by tapping on the portion where the video playback button 834 is displayed. When a video playback instruction is specified based on the video playback operation, in the monitor 181, the recorded video 85 of the automatic game is displayed by playing the video data. As an example, the recorded video 85 may be a video of only the event part, may be a video of both the movement part and the event part, or may be a digest of a scene that the user 11 particularly wants to check.
[0111] [Event Screen] As shown in FIG. 12, when an event is started, an event screen 50 is displayed. The event screen 50 includes various objects. As an example, the event screen 50 includes displaying a virtual event space 90. As described above, the first virtual event space 901 and the second virtual event space 902 have the same configuration but are constructed individually. The manual event screen 501 when set to the manual mode includes a part of the virtual field 900 constructed in the first virtual event space 901. The automatic event screen 502 when set to the automatic mode includes a part of the virtual field 900 constructed in the second virtual event space 902. The virtual field 900 includes one or more field objects 86.
[0112] The event screens 501 and 502 each include a user object 91. The event screen 50 includes an enemy object 93. The event screens 501 and 502 each include an HP bar 94 indicating the HP of the enemy object 93. The event screens 501 and 502 include event limit time information 95 indicating the remaining time of the event limit time. The manual event screen 501 includes a controller 99 for giving an operation instruction to the user object 91. As an example, by performing a slide operation while tapping the portion where the controller 99 is displayed, an operation for instructing the movement of the user object 91 can be performed. As an example, by performing a tap operation on the portion where the enemy object 93 is displayed, an operation for instructing an attack on the enemy object 93 can be performed. Based on these operations, the action instruction of the user object 91 is specified. As an example, the controller 99 is included in the manual event screen 501 but not in the automatic event screen 502. The manual event screen 501 includes a manual mode icon 811 which is an example of information indicating that it is set to the manual mode. The automatic event screen 502 includes an automatic mode icon 814 which is an example of information indicating that it is set to the automatic mode.
[0113] [Game flow] An example of the game flow of the present disclosure will be described. As shown in FIG. 13, when set to the manual mode, assume that the position of the terminal 100 held by the user 11 in the real space changes to the positions corresponding to the positions 911, 912, and 913 in the first virtual movement space 801 in this order. In this case, the user object 91 moves continuously or intermittently in the order of the positions 911, 912, and 913 corresponding to the position of the terminal 100 in the real space among the virtual fields 800 constructed in the first virtual movement space 801. When the user object 91 is at the positions 911 to 913, the virtual camera CM is arranged at the positions CM1 to CM3 respectively. As a result, on the monitor 181, as the manual movement screen 401, together with the user object 91, the ranges within the shooting ranges of the virtual camera CM corresponding to the positions CM1, CM2, and CM3 in the virtual field 800 are displayed in this order.
[0114] In the first virtual movement space 801 and the second virtual movement space 802, a first event is associated with the positions 921, 923, and 924, and event objects 92 are arranged respectively. As an example, the event object 92 indicating the first event may be the first monster that appears in the first event. Also, in the first virtual movement space 801 and the second virtual movement space 802, a second event is associated with the position 922, and a third event is associated with the position 925, and event objects 92 are arranged respectively. As an example, the event object 92 indicating the second event may be the second monster that appears in the second event. As an example, the event object 92 indicating the third event may be the third monster that appears in the third event.
[0115] Positions 921 to 925 are event positions that the user 11 can reach as the terminal 100 moves in the real space. As an example, assume that in the first event, the second event, and the third event, the monsters that appear in this order are strong and the difficulty of achieving the event is high. Assume that the experience points that can be obtained when the task is completed are 40 points for the first event, 10 points for the second event, and 90 points for the third event. Assume that the virtual currency that can be obtained when the task is completed is 100 points for the first event, 150 points for the second event, and 180 points for the third event. Also, assume that the item that can be obtained by lottery when the task is completed is a healing potion for the first event, none for the second event, and a magic potion for the third event.
[0116] As shown in FIGS. 13 and 14, assume that an event start operation on the event object 92 arranged at each of the positions 921, 923, and 924 is performed while the user object 91 moves from the position 911 to the position 913. That is, in steps S400, S402, and S404, three first events are executed by the manual response of the user 11. In the three first events, the action instruction of the user object 91 is specified by the manual response, and it is assumed that all enemy objects are successfully defeated and the task is completed. In this case, in steps S401, S403, and S405, the user 11 can obtain the rewards of the event. For example, assume that the user 11 has obtained 40 points × 3 of experience points and 100 points × 3 of virtual currency as rewards, respectively. Also, assume that the user 11 has obtained two healing potions as rewards by winning a predetermined lottery.
[0117] The monitor 181 of the terminal 100 displays the game being progressed by the manual response as a manual move screen 401 and a manual event screen 501. On the other hand, the monitor 181 of the terminal 100 does not display the automatic move screen 402 and the automatic event screen 502, but the game is also progressed by the automatic response while the game is being progressed by the manual response. As an example, an automatic response is performed by automatically specifying an instruction by AI control. Assume that an event start instruction for the events arranged at positions 921, 922, 923, and 924 is automatically specified while the user object 91 moves from position 911 to position 912. In this case, in steps S500, S502, S504, and S506, the first event, the second event, the first event, and the third event are executed in this order. In each event, an action instruction for the user object 91 is specified by an automatic response using AI control. As a result, in steps S504 and S506, it is assumed that the enemy object is successfully defeated in one first event and one third event, and the task is accomplished. In steps S500 and S502, it is assumed that the enemy object is unsuccessfully defeated in one first event and one second event, and the task is not accomplished.
[0118] In this case, in steps S505 and S507, the user 11 can acquire rewards for the event. For example, the user 11 acquires 40 points + 90 points of experience points and 100 points + 180 points of virtual currency as rewards. The user 11 also acquires one healing potion and one magic potion as rewards by winning a predetermined lottery. On the other hand, in steps S501 and S503, the user 11 cannot acquire rewards for events in which the task was not completed.
[0119] In such a situation, the play results differ between manual games and automatic games. For example, in a game advanced by manual response, three events are executed and the number of achieved events is three. User 11 can obtain 120 experience points, 300 virtual currency points, and two healing potions as rewards for the event. On the other hand, in a game advanced by automatic response, four events are executed and the number of achieved events is two. User 11 can obtain 130 experience points, 280 virtual currency points, and one healing potion and one magic potion as rewards for the event. By comparing such manual play results and automatic play results, which play result is preferable can vary depending on User 11's way of thinking. For example, the obtained experience points are more in the case of automatic response than in the case of manual response, and are attractive to User 11 who values the growth of User Object 91. For example, the obtained virtual currency is more in the case of manual response than in the case of automatic response, and is attractive to User 11 who seeks more virtual currency. For example, the quantity of obtained items is more in the case of manual response than in the case of automatic response, and is attractive to User 11 who seeks more items. For example, since the type of obtained item includes a magic potion in the case of automatic response while it does not include a magic potion in the case of manual response, the reward in the case of automatic response is more attractive to User 11 who finds value in a specific object (here, a magic potion). Also, since the number of achieved tasks in the event is more in the case of manual response than in the case of automatic response, the result in the case of manual response is more attractive to User 11 who finds value in the number of achieved events.
[0120] As shown in FIG. 11, in the scenario of the moving part, by performing a recording confirmation operation, the user 11 can confirm how the results of the event and the rewards of the event differ between the manual response and the automatic response. Then, by performing a result change operation, the user 11 can change the play results between the manual play result and the automatic play result so that the results of the event and the rewards of the event are better in terms of the viewpoints the user values. In addition, by performing a video playback operation, the user 11 can view video data including how the game progresses in the automatic response. Therefore, the user 11 can confirm the flow of the game by the automatic response that could not be visually recognized when the user 11 advanced the game by the manual response. That is, the user 11 can easily obtain materials for determining whether to select the manual play result or the automatic play result.
[0121] The effects of the present disclosure will be described. (1) The game progresses by processing both the automatic response and the manual response. For this reason, it is possible to realize in parallel the game that progresses by the manual response by the operation of the user 11 and the game that progresses by the automatic response without the operation of the user 11. Therefore, while enjoying the game with the manual response, the game with the automatic response can also be progressed. Thus, the convenience of the user 11 can be improved.
[0122] (2) The user 11 can select whether to process both the automatic response and the manual response. Therefore, the user 11 can enjoy the game with a response method that matches the user's mood and convenience.
[0123] (3) It is possible to display the play result information for a predetermined period after the automatic response is started. For example, when displaying the automatic play result as the play result information, the user 11 can grasp the result of the automatic game that progressed regardless of the user's operation. For example, when playing the video data of the game that progresses by the automatic response as the play result information, the user 11 can confirm the transition of the automatic game.
[0124] (4) The terminal 100 can display the manual play result and the automatic play result. Therefore, it is easy to compare the respective play results between the game automatically advanced by the automatic response and the game advanced by the manual response.
[0125] (5) The user 11 can select and confirm either the manual play result or the automatic play result. Therefore, the user 11 can select the play result that he / she feels is superior from the perspective he / she values.
[0126] (6) The automatic play result includes the movement part and the execution results of one or more event parts. For this reason, the difference between the manual play result and the automatic play result may be large. Since the user 11 can check the automatic play result at any timing during the execution of the movement part, the user can safely advance the game with a manual response. Also, in a scenario where the user 11 prefers the automatic play result to the manual play result, the user can shift to the automatic play result. Therefore, the convenience of the user 11 is further improved.
[0127] (7) When the manual mode is set, the automatic movement screen 402 and the automatic event screen 502 are not displayed on the monitor 181. Therefore, the user 11 can concentrate on advancing the game by manual response.
[0128] (8) By being able to select between the automatic play result and the manual play result, the user 11 can obtain the reward that he / she considers preferable for himself / herself. The above embodiment can be implemented with the following modifications. The above embodiment and the following modification examples can be implemented in combination with each other within a technically non - conflicting range.
[0129] [Modification Example 1] In the above embodiment, when the manual mode is set, the entire automatic game including both the moving part and the event part is executed in parallel with the manual game, and the automatic play result is recorded. However, the configuration is not limited to such. For example, when the manual mode is set, when an event start instruction by a manual response is specified, the processor 110 of the terminal 100 may be made to select whether to execute the event only by the manual response or to execute the event by both the manual response and the automatic response. In this case, the processor 110 may include as an option whether to execute the event only by the automatic response.
[0130] As shown in FIG. 15, when the processor 110 of the terminal 100 specifies an event start instruction by a manual response, it displays a response method selection window 97 for selecting a response method in the event on the monitor 181. As an example, the response method selection window 97 may include a manual response button 971 indicating selection of only the manual response as the response method, an automatic response button 973 indicating selection of only the automatic response, and a parallel response button 972 indicating selection of both response methods. The processor 110 specifies a manual response instruction based on a tap operation on the portion where the manual response button 971 is displayed. The processor 110 specifies a parallel response instruction based on a tap operation on the portion where the parallel response button 972 is displayed. The processor 110 specifies an automatic response instruction based on a tap operation on the portion where the automatic response button 973 is displayed. The processor 110 of the terminal 100 and the server 200 execute manual event processing based on the manual response instruction or the parallel response instruction. The processor 110 of the terminal 100 and the server 200 execute automatic event processing based on the automatic response instruction or the parallel response instruction.
[0131] When the processor 110 of the terminal 100 identifies a parallel response instruction, it displays the manual event screen 501 by manual response on the monitor 181. The processor 110 displays the automatic event screen 502 by automatic response on the monitor 181 in parallel with the manual event screen 501. At this time, the processor 110 displays the automatic event screen 502 in a small size on a part of the manual event screen 501. According to this modification example, it is possible to display in parallel the automatic play screen which is the play screen of the game based on the automatic response and the manual play screen which is the play screen of the game based on the manual response. In this modification example, the display area of the manual play screen is wider than the display area of the automatic play screen. However, the display area of the manual play screen may be narrower than the display area of the automatic play screen, or may be the same area.
[0132] When the manual event process and the automatic event process of the processor 110 of the terminal 100 are completed, the processor 110 displays the manual movement screen 401 on the monitor 181. As an example of information indicating the manual play result and the automatic play result in one event, the processor 110 displays the result selection window 98 on the monitor 181. The result selection window 98 may include a manual play result selection button 981 indicating the selection of the manual play result and an automatic play result selection button 982 indicating the selection of the automatic play result. The manual play result selection button 981 may include image or text data as information indicating the manual play result. The automatic play result selection button 982 may include image or text data as information indicating the automatic play result. The processor 110 identifies a manual play result selection instruction based on a tap operation on the part where the manual play result selection button 981 is displayed. The processor 110 identifies an automatic play result selection instruction based on a tap operation on the part where the automatic play result selection button 982 is displayed.
[0133] When the processor 110 of the terminal 100 identifies a manual play result selection instruction, the processor 110 of the terminal 100 and the processor 210 of the server 200 determine the manual play result as the play result of the current event. In this case, the user 11 can continue the game based on the result of the event by manual response and the reward of the event. When the processor 110 of the terminal 100 identifies an automatic play result selection instruction, the processor 110 of the terminal 100 and the processor 210 of the server 200 determine the automatic play result as the play result of the current event. In this case, the user 11 can continue the game based on the result of the event by automatic response and the reward of the event. Thereafter, based on being set in the manual mode, the processor 110 of the terminal 100 displays the manual movement screen 401 on the monitor 181 while not displaying the automatic movement screen 402 on the monitor 181. In this modification example, it is possible to enable the display of the automatic play result which is the play result of the game based on the automatic response and the manual play result which is the play result of the game based on the manual response. Thereafter, the display of the manual play screen can be continued while the display of the automatic play screen can be terminated.
[0134] According to this modification example, since the manual response and the automatic response can be selected for each event in the game, a system that is easy for the user 11 to understand can be provided. Further, in this modification example, since it is possible to select to process both the manual response and the automatic response, the convenience of the user 11 can be enhanced. Since the manual event screen 501 and the automatic event screen 502 are displayed in parallel on the monitor 181, it is also possible to grasp the progress of the game by the automatic response while advancing the game by the manual response. Since the display area of the manual event screen 501 is wider than the display area of the automatic event screen 502, the user 11 can easily give various instructions by operating the touch screen 180. After the end of the event, since the manual play result and the automatic play result are displayed on the monitor 181, the user 11 can easily grasp the results of the manual game and the automatic game. And since the user 11 can select the excellent play result from the viewpoint he / she prioritizes, the convenience is enhanced.
[0135] In this modification example, when the manual play result is selected, the setting of the manual mode may be continued, while when the automatic play result is selected, the setting may be changed to the automatic mode. In this modification example, when the manual event screen 501 and the automatic event screen 502 are displayed on the monitor 181, the processor 110 of the terminal 100 may identify a display switching instruction by a tap operation on the portion where the automatic event screen 502 is displayed. When identifying the display switching instruction, the processor 110 may swap the display position and display range of the automatic event screen 502 and the display position and display range of the manual event screen 501. Further, the processor 110 may end the manual mode and set it to the automatic mode, and display only the automatic event screen 502 on the monitor 181.
[0136] [Modification Example 2] When an event is completed based on one of the automatic response and the manual response, even when the event has not been completed based on the other, the event may be made completable. For example, as in Modification Example 1, in a situation where events are being executed in both the manual game and the automatic game, when the event of the manual game is completed, the event of the automatic game may be terminated. Conversely, in a situation where events are being executed in both the manual game and the automatic game, when the event of the automatic game is completed, the event of the manual game may be terminated. In this modification example, when an event of one of the manual game and the automatic game is completed, the user 11 may be able to select whether to terminate the event of the other. According to this modification example, in a scenario where the result or reward of an event of one of the manual game and the automatic game is satisfactory to the user 11, the event of the other can be quickly ended.
[0137] [Modification Example 3] As shown in FIG. 16, when the processor 110 of the terminal 100 identifies an automatic response cancellation instruction in step S306, in step S308, it may display the manual movement screen 401 and, in a part thereof, display the automatic movement screen 402 or the automatic event screen 502. In this modification example, it is preferable that the area of the region where the automatic movement screen 402 and the automatic event screen 502 are displayed is smaller than the area of the region where the manual movement screen 401 and the manual event screen 501 are displayed. However, this is not the only case, and the area of the region where the automatic movement screen 402 and the automatic event screen 502 are displayed may be the same as the area of the region where the manual movement screen 401 and the manual event screen 501 are displayed. The area of the region where the automatic movement screen 402 and the automatic event screen 502 are displayed may be larger than the area of the region where the manual movement screen 401 and the manual event screen 501 are displayed. In this modification example, when the processor 110 of the terminal 100 identifies a result change instruction or a recording confirmation end instruction, it may end the automatic response process and execute the manual response process. In this case, in step S308, based on the fact that the manual mode is set, the processor 110 of the terminal 100 may display the manual movement screen 401 on the monitor 181 while not displaying the automatic movement screen 402 on the monitor 181.
[0138] [Modification Example 4] In the embodiment and the modification example, when the game is being advanced by the manual response process and an attempt is made to change the progress status of the game advanced by the automatic response process, when a predetermined condition is satisfied, it may be made possible to change the progress status of the game advanced by the automatic response process.
[0139] As shown in FIG. 17, in the embodiment, when the processor 110 of the terminal 100 identifies a video playback instruction in step S317, before playing the video data, it causes a specific event to be executed. Not limited to this, when the processor 110 of the terminal 100 identifies a recording confirmation instruction in step S311, it may cause a specific event to be executed before displaying the play result. As an example, the specific event may be a game different from the game using the virtual movement space and the virtual event space. For example, the specific event can be a battle-type mini-game that battles with an NPC (Non Player Character).
[0140] As an example, the manual movement screen 401 may include a mini-game window 96 for executing a mini-game. As an example, the mini-game window 96 may include UI objects for giving various instructions regarding the mini-game. When the specific event ends, the processor 110 of the terminal 100 and the processor 210 of the server 200 may make the video data playable assuming that a predetermined condition is satisfied. Not limited to this, the predetermined condition may be a condition satisfied by achieving a task defined for the specific event in addition to the execution of the specific event. In this case, if the specific event fails to achieve the task, the predetermined condition is not satisfied. Further, when the specific event fails to achieve the task, information prompting the re-execution (re-challenge) of the specific event may be displayed on the monitor 181.
[0141] The predetermined condition is not limited to executing a specific event such as a mini-game. For example, the predetermined condition may include displaying summary information indicating an overview of the automatic play result. For example, the summary information may be information indicating the movement trajectory of the user 11, information indicating the number of times the event is executed, information indicating the type of the event, and the like. The summary information may be displayed on the monitor 181 by combining one or more of video, still image, and text data.
[0142] In an embodiment, when the processor 110 of the terminal 100 and the processor 210 of the server 200 identify a result change instruction, they execute a specific event, and when a predetermined condition including the execution of the specific event is satisfied, the automatic play result may be applied. In Modification Example 1, when the processor 110 of the terminal 100 and the processor 210 of the server 200 identify an automatic play result selection instruction, they execute a specific event, and when a predetermined condition including the execution of the specific event is satisfied, they may be configured to apply the automatic play result. As in this modification example, it is possible to enable the execution of a specific event in the game, and the predetermined condition may include the execution of the specific event. According to this modification example, the user 11 cannot unconditionally change to a game advanced by the process of automatic response. Therefore, it is possible to create a sense of specialness in changing to a game advanced by the process of automatic response.
[0143] [Modification Example 5] In the embodiment and the modification example, the change of the play result between the manual play result and the automatic play result is not limited to being possible regardless of whether the automatic play result is superior to the manual play result. For example, the change of the play result may be possible only when the automatic play result is superior to the manual play result. For example, the selection of the play result may be possible only when the automatic play result is inferior to the manual play result. The superiority or inferiority of the play result may be determined based on a predetermined index, or may be determined based on an index selected by the user 11. For example, the index for determining the superiority or inferiority of the play result may be one or more of the number of executions of an event, the type of event, the type of event reward, and the amount of event reward. For example, the index for determining the superiority or inferiority of the play result may be the time or number of turns required to achieve a task, the consumption amount of items in an event, and the consumption amount of parameter values such as HP.
[0144] In the embodiments and modification examples, the user 11 is not limited to being able to select the manual play result and the automatic play result together. For example, the processor 110 of the terminal 100 and the processor 210 of the server 200 may accumulate and record, for each predetermined period, one of the manual play result and the automatic play result that is advantageous to the user 11 during the predetermined period, and apply it to the user 11. For example, the predetermined period may be one event. In this case, the processor 110 of the terminal 100 and the processor 210 of the server 200 compare the manual play result and the automatic play result every time the event ends, and record one of the play results that is better for the user 11. Then, the user 11 may be allowed to select either the manual play result by manual response only or the recorded play result. When one of the automatic play result and the manual play result is superior to the other play result, the game may be advanced based on the one superior play result. According to this modification example, the user 11 can advance the game based on the play result of the better response method among the play result by manual response and the play result by automatic response. Therefore, the user 11 can enjoy the game by manual response with confidence.
[0145] [Modification Example 6] In the embodiments and modification examples, the automatic play result is not limited to being confirmable on the condition that the manual game is the movement part, and may be confirmable when the manual game is the event part. Also, regardless of whether the manual game is the movement part or the event part, the automatic play result may be confirmable. The automatic play result is not limited to being confirmable regardless of whether the automatic game is the movement part or the event part, and may be confirmable on the condition that the automatic game is the movement part. The automatic play result may be confirmable on the condition that the automatic game is the event part.
[0146] [Modification Example 7] When set to manual mode, the user 11 may be able to select whether to start recording the automatic play result by the operation of the user 11. When recording the automatic play result, the user 11 may be able to select whether to end the recording of the automatic play result by the operation of the user 11.
[0147] [Modification Example 8] In the embodiment, the recording of the automatic play result is not limited to the whole game. For example, in the embodiment, the recording of the automatic play result may be only the movement part or only the event part.
[0148] [Modification Example 10] In the embodiment and the modification example, the automatic mode may have a plurality of types of modes with different automatic response conditions. As an example, the automatic response conditions have different viewpoints to prioritize when specifying an instruction. For example, the automatic response conditions in the event part may be different in which of the attack on the enemy object and the avoidance of the attack from the enemy object is prioritized. For example, the automatic response conditions in the movement part may be different in whether to set the specific frequency of the event start instruction to a high frequency or a low frequency. The processor 210 of the server 200 may record the automatic play result for each of the plurality of automatic modes. And the user 11 may be able to select the play result to apply from the plurality of automatic play results. Also, for each automatic mode, video data may be played as an example of play result information.
[0149] [Modification Example 12] In the embodiment and the modification example, video data was played as play result information. Not limited to this, the play result information may be any of still images, symbols, and text data as long as the user 11 can grasp the progress of the automatic game, or may be a combination of a plurality of these. Also, the video data may record only important scenes in the event. For example, important scenes are battle scenes with special enemy objects, scenes where a special skill is activated, and scenes where enemy objects are defeated, etc.
[0150] [Modification Example 13] The game is not limited to a location-based game that uses location information, and may be a game that does not use location information. For example, the game may be any of an RPG (Role-Playing Game), an action game, a shooting game, a racing game, an adventure game, a strategy game, a simulation game, and a music game (rhythm).
[0151] [Modification Example 14] The above-described processing and the execution order of the steps are merely examples and are not limited thereto. The processing and the execution order of the steps can be arbitrarily changed without departing from the embodiments and the modification examples.
[0152] [Modification Example 15] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by a circuit such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
[0153] [Modification Example 16] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by software using a processor. The computer includes a processor, a memory, and a storage. The above program and various data are recorded in the storage so that the processor can read them. The program is expanded in the memory. Then, when the processor reads the above program from the storage and executes it, the operations of the present disclosure can be realized. The storage can be realized as a non-volatile storage device as already described.
[0154] [Modification Example 17] The program may be supplied to the computer via any transmission medium capable of transmitting this program (such as a communication network or broadcast wave). The program may be recorded on a storage medium such as a magnetic disk (e.g., a floppy (registered trademark) disk, hard disk), an optical disk (e.g., CD-ROM, DVD, MO), a semiconductor memory (e.g., ROM, RAM, flash memory), etc.
[0155] [Modification Example 18] The game program of the server 200 and the game program of the terminal 100 can be regarded as one program, or each can be regarded as a separate program. It may also be configured such that all processing is performed by the server 200 and the processing result is displayed as an image on the monitor 181 of the terminal 100.
[0156] [Modification Example 19] Among the above-described embodiments and modification examples, some or all of the processing and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. Among the above-described embodiments and modification examples, some or all of the processing and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. Among the above-described embodiments and modification examples, some or all of the processing and steps executed by the processor 110 of the terminal 100 as the manual response unit 102 may be executed by the processor 210 of the server 200 as the manual response unit. Among the above-described embodiments and modification examples, some or all of the processing and steps executed by the processor 110 of the terminal 100 as the automatic response unit 103 may be executed by the processor 210 of the server 200 as the automatic response unit. That is, all of the processing and steps described in the embodiments and modification examples may be performed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.
[0157] Among the processes and steps described in the embodiments and modification examples, any specific process and step may be executed by the processor 210 of the server 200, and a process and step different from the specific process and step may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be constituted by one or more terminals 100 and one or more servers 200. As an example, all of the various means and functions that can be realized by the processor 210 of the server 200 may be realized by the processor 110 of the terminal 100. As an example, some of the various means and functions that can be realized by the processor 210 of the server 200 may be realized by the processor 210 of the server 200, and the remainder may be realized by the processor 110 of the terminal 100.
[0158] The various functions that can be realized by the game control unit 201 are not limited to being constituted by one processor 210, and may be constituted by one server 200 or a plurality of processors included in a plurality of servers 200. The various functions that can be realized by the game control unit 101, the manual response unit 102, the automatic response unit 103, and the display control unit 106 are not limited to being constituted by one processor 110, and may be constituted by one terminal 100 or a plurality of processors included in a plurality of terminals 100. Furthermore, the various functions may be constituted by one or more processors included in one or more terminals 100 and one or more servers 200. Thus, the computer may be constituted by one or more terminals 100, may be constituted by one or more servers 200, or may be constituted to include one or more terminals 100 and one or more servers 200.
[0159] [Modification Example 20] When the terminal 100 executes all of the processes and steps described in the embodiments and modification examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Further, the computer is not limited to being constituted by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or a portable device.
[0160] [Appendix] This disclosure includes the following examples. The reference numerals of the components of the embodiments are attached for the purpose of assisting understanding, not for limitation.
[0161] (Problem) For example, it aims to improve the convenience of the user. (Appendix 1) A program for causing a computer (100, 200) to process both an automatic response and a manual response to advance a game (S100 to S106, S200 to S211).
[0162] According to this, a game that progresses with a manual response and a game that progresses with an automatic response can be realized in parallel. Therefore, while enjoying the game with a manual response, the game with an automatic response can also be advanced. Thus, the convenience of the user 11 can be improved.
[0163] (Appendix 2) The program according to Appendix 1, wherein the computer (100, 200) is made to enable a user to select the execution of both the automatic response and the manual response (S306).
[0164] According to this, the user can enjoy the game with a response method that suits their mood and convenience. (Appendix 3) The program according to Appendix 1 or Appendix 2, which enables the computer (100, 200) to display in parallel an automatic play screen (402, 502) that is a play screen of the game based on the automatic response and a manual play screen (401, 501) that is a play screen of the game based on the manual response (S308).
[0165] According to this, since the automatic play screen and the manual play screen are displayed in parallel, it is also possible to grasp the progress of the game by the automatic response while advancing the game by the manual response.
[0166] (Appendix 4) The program according to any one of Appendices 1 to 3, wherein the display area of the manual play screen (401, 501) is wider than the display area of the automatic play screen (402, 502).
[0167] According to this, since the manual play screen is displayed larger than the automatic play screen, it is easier to visually recognize the game by the manual response and the operability can be improved. (Appendix 5) The program according to any one of Appendices 1 to 4, which enables the computer (100, 200) to display an automatic play result that is a play result of the game based on the automatic response and a manual play result that is a play result of the game based on the manual response, and while continuing the display of the manual play screen (401, 501), terminates the display of the automatic play screen (402, 502) (S308).
[0168] According to this, after the automatic play result and the manual play result are displayed, only the display of the manual play screen continues for the user, so it is easy to advance the game by the manual response. (Appendix 6) When one of the play results of the game based on the automatic response, i.e., the automatic play result, and the play result of the game based on the manual response, i.e., the manual play result, is superior to the other play result in the computer (100, 200), the game is advanced based on the superior play result of the one (S326), the program according to any one of Appendices 1 to 5.
[0169] According to this, the user can advance the game based on the play result of the better response method among the rewards by manual response and the rewards by automatic response. Therefore, the user can enjoy the game by manual response with confidence.
[0170] (Appendix 7) The computer (100, 200) is enabled to execute an event in the game, and when the event based on one of the automatic response and the manual response is completed, even when the event based on the other is not completed, the computer is enabled to complete the event based on the other, the program according to any one of Appendices 1 to 6.
[0171] According to this, in a situation where the result of the event by one of the manual response and the automatic response is satisfactory to the user, the other event can be quickly completed.
[0172] (Appendix 8) When the computer (100, 200) is advancing the game by the process of the manual response and attempts to change to the progress status of the game advanced by the process of the automatic response, when a predetermined condition is satisfied, the computer is enabled to change to the progress status of the game advanced by the process of the automatic response, the program according to any one of Appendices 1 to 7.
[0173] According to this, the user cannot unconditionally change to the game advanced by the process of the automatic response. Therefore, a special feeling of changing to the game advanced by the process of the automatic response can be created.
[0174] (Appendix 9) The program according to any one of Appendices 1 to 8, which enables the computers (100, 200) to execute a specific event in the game, and the predetermined condition includes the execution of the specific event.
[0175] According to this, by executing a specific event, a predetermined condition is satisfied. Therefore, while enjoying the specific event, it is possible to create a sense of specialness in changing to a game advanced by the process of automatic response.
[0176] (Appendix 10) The program according to any one of Appendices 1 to 9, which enables the computers (100, 200) to display play result information for a predetermined period after the start of the automatic response (S322).
[0177] According to this, the user can check the play information for a predetermined period after the start of the automatic response. Therefore, it is possible to grasp the flow of the game by the automatic response that progresses regardless of the user's operation.
[0178] The configurations described in Appendices 1 to 10 may be appropriately applied to the fields of devices, systems, methods, and media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical idea. For example, some of the components described in the embodiments (or one or more aspects thereof) may be omitted, or several components may be combined. The same applies to the procedures. The scope of the present invention should be determined with reference to the appended claims, together with the full scope of equivalents to which the claims are entitled.
Explanation of Reference Numerals
[0179] 10... Information processing system, 11... User, 20... Network, 40... Moving screen, 50... Event screen, 80... Virtual moving space, 81... Field object, 83... Recording window, 85... Recorded video, 86... Field object, 90... Virtual event space, 91... User object, 92... Event object, 93... Enemy object, 94... HP bar, 95... Event time limit information, 96... Mini-game window, 97... Response method selection window, 98... Result selection window, 99... Controller, 100... Terminal, 101... Game control unit, 102... Manual response unit, 103... Automatic response unit, 105... Position acquisition unit, 106... Display control unit, 107... Memory unit, 108... Communication unit, 109... Input / output unit, 110... Processor, 120... Memory, 130... Storage, 140... Communication interface, 150... Input / output interface, 160... Microphone, 170... Speaker, 180... Touch screen, 181... Monitor, 182... Touch sensor, 185... GNSS receiver, 190... Communication bus, 200... Server, 201... Game control unit, 207... Memory unit, 208... Communication unit, 209... Input / output unit, 210... Processor, 220... Memory, 230... Storage, 240... Communication interface, 250... Input / output interface, 290... Communication bus, 300... Input device, 401... Manual moving screen, 402... Automatic moving screen, 501... Manual event screen, 502... Automatic event screen, 800... Virtual field, 801... First virtual moving space, 802... Second virtual moving space, 811... Manual mode icon, 812... Automatic response result confirmation button, 813... Automatic response button, 814... Manual mode icon, 815... Cancel button, 831... Automatic response result information, 832... Manual response result information, 833... Result change button, 834... Video playback button, 900... Virtual field, 901... First virtual event space, 902... Second virtual event space, 971... Manual response button, 972... Parallel response button, 973... Automatic response button, 981... Manual play result selection button, 982... Automatic play result selection button, CM... Virtual camera, CM1... Position, CM2... Position, CM3... Position, S100~S106, S200~S211, S300~S329... Steps.
Claims
1. On the computer, a first game that is progressed based on an automatic response and a second game that is progressed based on a manual response are processed in parallel to progress the games; The first game and the second game are a common game and can be progressed simultaneously in parallel, the first game and the second game progress an event using a common first object in each of the first game and the second game, and in a state in which both an automatic play result which is a play result of the first game progressed based on the automatic response and a manual play result which is a play result of the second game progressed based on the manual response exist, the program allows a user to select either the automatic play result or the manual play result.
2. a first game that is progressed based on an automatic response and a second game that is progressed based on a manual response are processed in parallel to progress the games; The first game and the second game are a common game and can be progressed simultaneously in parallel, an event is progressed using a first object common to each of the first game and the second game, and in a state in which both an automatic play result which is a play result of the first game progressed based on the automatic response and a manual play result which is a play result of the second game progressed based on the manual response exist, the information processing system allows a user to select either the automatic play result or the manual play result.
Citation Information
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