Information Processing Apparatus, Information Processing Method, and Program
The information processing apparatus facilitates object growth substitution by deducting consumed values from the first player's account, addressing payment concerns and increasing participation in object growth tasks.
Patent Information
- Application Number
- JP2024043917
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-19
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2040-07-09
AI Technical Summary
In games where players grow objects, the burden of payment for growth operations can deter other players from accepting substitution requests, reducing the willingness to use a play agency system for object growth.
An information processing apparatus and method that allows a second player to substitute for growing a target object of a first player, with the system subtracting the consumed values from the first player's account, thereby eliminating the payment burden for the second player.
This approach encourages active use of the substitution system by ensuring the second player is not financially burdened, enhancing the willingness to participate in object growth tasks.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Examples of games for growing objects such as characters include the game described in Patent Document 1. In the game described in Patent Document 1, a player acquires a racehorse character and performs growth to enhance the capabilities of the acquired racehorse character. In order for the player to reach a desired level of the capabilities of the racehorse character, the player repeatedly performs the growth of the racehorse character a plurality of times, but the more the number of times of performing the growth increases, the more laborious operations and the like become.
[0003] On the other hand, among games that communicate and play with other players through a network, there are games in which, instead of a player playing an event in the game, another player can play the event on behalf of the player. For example, in the game described in Patent Document 2, a player who requests play agency designates a mission and a reward in the game, and the player who accepts the request is set with the right to execute the agency, and a predetermined reward is provided when the mission is achieved.
[0004] In a game for growing an object, if the play agency system described in Patent Document 2 is applied, a player who owns an object to be grown can request another player to perform growth on behalf of the player, thereby saving the labor of growth operations and the like. In addition, by having a player who is good at growth grow one's own object, the object can be grown to have better capabilities than when growing it oneself.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0006] By the way, generally, it is necessary to pay (spend) a predetermined value for growing an object. In the game described in Patent Document 1, when a player grows a racehorse character, the player consumes medals, which are in-game currency. When requesting another player as the consignee to substitute for growing an object, if the above payment burden (cost) is imposed on the other player as the consignee, there is a risk of reducing the willingness to accept the consignment of growing. In such a situation, even if it is possible to substitute for growing an object in a game for growing an object, the substitution for growing may not be actively used.
[0007] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program for constructing a game environment in which substitution for growing an object can be actively used.
Means for Solving the Problems
[0008] An information processing apparatus according to an aspect of the present invention includes a substitution processing unit that executes a process of causing a second player to substitute for growing a target object of a first player, and a change unit that subtracts the number of consumed values for growing the target object by the second player from the number of possessed values of the first player.
Effects of the Invention
[0009] According to an aspect of the present invention, it is possible to construct a game environment in which substitution for growing an object can be actively used.
Brief Description of the Drawings
[0010]
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Embodiments for Carrying Out the Invention
[0011] Hereinafter, the information processing apparatus, information processing method, and program of the present invention will be described in detail with reference to a plurality of preferred embodiments (specifically, the first embodiment to the eighth embodiment). However, the embodiments described below are merely examples given for the purpose of facilitating the understanding of the present invention, and do not limit the present invention. The present invention can be changed or improved from the following embodiments without departing from the spirit thereof. In addition, equivalents of the present invention are included.
[0012] Also, the examples of the screens described in this specification and the drawings are merely examples. The screen configuration and design, the content of the display information, and the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications, the user's preferences, etc., and can also be changed as appropriate.
[0013] [Regarding the Game to Which the Present Invention is Applied] When explaining the information processing apparatus, information processing method, and program of the present invention, the game to which the present invention is applied (hereinafter referred to as the game in this case) will be described. The game in this case is a genre of game in which objects are cultivated in the game and events in the game are played using the cultivated objects.
[0014] An "object" is a virtual character used by a player of the game in question to play each event during the game, and is the target to be cultivated by the player in this game. Examples of "characters" include organisms such as humans, animals, and plants, machines such as vehicles and robots, objects other than machines, fictional characters such as monsters, or other characters similar thereto. Examples of "events" include, for example, incidents such as accidents that occur during the progress of the game, quests played for the purpose of clearing, stages and missions, etc., as well as in-game competitions in which objects appear. Examples of "in-game competitions" include races in which rankings are competed for, and matches and battles in which wins and losses are competed for. Hereinafter, as an example of an object, a "racehorse" will be cited for explanation, but the present invention is also applicable to games for cultivating objects other than racehorses.
[0015] In this game, the player can obtain a racehorse in a lottery event within the game, be given a racehorse as a game reward, or generate (give birth to) a foal through an event of mating two racehorses acquired in the past as parent horses.
[0016] In addition, the player cultivates the acquired racehorse. A growth period is set for the racehorse, and the player can cultivate a racehorse whose growth period remains. The growth period is, for example, the number of days set as the in-game time, such as N weeks (N is an arbitrary natural number) in the game. Here, the in-game time is the time that elapses within this game, and it elapses at a faster rate than the actual time. For example, when the player performs a predetermined operation (hereinafter referred to as a weekly operation) once, although it is about several minutes in actual time, one week elapses in the game. Note that a racehorse whose growth period has elapsed cannot be cultivated, but can be used for mating with other racehorses as a parent horse.
[0017] The player can raise a racehorse in the weekly mission operation, and the parameters of the racehorse change due to the raising. The parameters of the racehorse are the properties of the racehorse related to the progress of the game, that is, the abilities of the racehorse evaluated by numerical values, symbols, etc. Specifically, those that affect the win-loss results in races such as stamina, speed, and power are included. In addition, the parameters of the racehorse also include achievements (battle records) related to past races such as the number of past race appearances, the number of victories in races, and the winning rate.
[0018] In this game, one weekly mission operation, that is, the number of times of raising can be carried out once per week in the in-game time. And usually, as the number of weeks of raising (hereinafter also referred to as the raising weeks) increases, the parameters of the racehorse gradually increase. On the other hand, for example, accidents such as injuries may occur to the racehorse during raising in the game. In that case, the parameters of the racehorse may decrease or return to the state before raising. Note that the number of times of raising that can be carried out in one weekly mission operation is not particularly limited, and raising can be carried out two or more times.
[0019] In this game, "training" and "race participation" are prepared as forms of raising. When training is carried out, as shown in FIG. 1, a menu list ML related to the training course is displayed on the screen. The training course is an example of the raising mode of the racehorse. In this game, multiple types of courses are prepared, and the content of the training changes according to the type of the course. The player designates one of the multiple training courses listed in the menu list ML to carry out the training. The types and amounts of change of the parameters changed by the training vary according to the designated training course. For example, in "Course A", stamina can be significantly increased, and in "Course B", speed can be significantly increased. Note that the parameters do not necessarily increase in one training. For example, when training is carried out by designating a certain type of training course, while a specific parameter increases, other parameters may decrease.
[0020] In this game, training is carried out with racehorses placed in the stables (hereinafter referred to as farms) owned by the player within the game. A grade (rank) is set for the farms, and the higher the grade of the farm where the racehorse to be trained is placed, the greater the increase in parameters due to training. The grade of the farm can be changed. For example, the player can upgrade their own farm by performing a predetermined operation (for example, an operation of paying a predetermined number of medals described later within the game).
[0021] When training is carried out in this game, the player consumes the value held within the game. "Value" refers to the value whose quantity held within the game increases or decreases, specifically, currency that can be used within the game (in-game currency), or countable items such that the more the player holds, the more advantageous it is in the game, etc. In-game currency is consumed, for example, when exchanging with a character or other items, or when playing a predetermined event within the game. Specifically, items having a monetary aspect within the game, such as medals, etc., are applicable. Note that, hereinafter, "medals" will be cited as an example of value for explanation. Note that the "number of medals" in the following explanation corresponds to the "number of values" of the present invention.
[0022] The number of medals held by the player can be increased, for example, when the player logs in to this game and starts the game, etc., while it decreases when training is carried out. The number of medals consumed for training is determined according to the type of training course and the grade of the farm owned by the player, etc. Also, the user may be able to increase the number of medals consumed in one training at their own will, and in that case, the increase amount of parameters due to training may change according to the increased amount of medal consumption.
[0023] When participating in a race for breeding, the player designates the racehorse to be bred, registers for entry into the desired race, and on the race day in the in-game time, sends the registered racehorse to participate in that race. The win-loss result of the racehorse to be bred in the race is determined based on the parameters of each racehorse participating in the race at each race time, the weather on the race day, and environmental conditions such as the ground conditions of the racecourse.
[0024] And when the racehorse to be bred wins the race, that is, when it comes in first place in that race, a predetermined number of medals are awarded as prize money to the player who breeds that racehorse. The number of medals awarded as prize money is determined according to, for example, the type and title of the race entered.
[0025] By the way, this game is a communication play-compatible game, and multiple players can play this game together through a communication network such as the Internet and a mobile communication line. For example, in this game, multiple players can send their respective racehorses to participate in the same race and compete with each other.
[0026] Also, in this game, another player can substitute for the breeding of a racehorse owned by a certain player. Substituting for breeding means setting the breeding right for the racehorse owned by the player who requests the substitution for breeding to another player who accepts (entrusts) the substitution for breeding. As a process in the game, it is to deposit the racehorse related to the substitution for breeding in the farm of another player and change the parameters of the deposited racehorse based on the operations of another player.
[0027] In this game, the player who requests the training proxy cannot train the racehorse subject to the training proxy during the training proxy period. That is, the training authority for the racehorse subject to the training proxy is entrusted to another player who accepts the training proxy from the player who requested the training proxy during the training proxy period, and the player who requested the training proxy can no longer perform the processes related to the training of the racehorse subject to the training proxy. However, it is not limited to this, and the player who is the training proxy requester may be able to train the racehorse subject to the training proxy even during the training proxy period. Also, even if the player who requested the training proxy advances the game during the training proxy, the progress of the game does not affect the racehorse subject to the training proxy.
[0028] The proxy training of racehorses will be described again below. Hereinafter, the player who requests the training proxy will be referred to as the "first player", the player who accepts the training proxy will be referred to as the "second player", and the racehorse subject to the training proxy requested by the first player will be referred to as the "target horse". Here, the target horse corresponds to the "target object" of the present invention.
[0029] When requesting the proxy training of the target horse, the first player designates various request items through the game screen as shown in FIG. 2. The request items to be designated include the training period and training conditions. The training period is the period during which the first player requests the proxy training of the target horse, and is a period represented by real time (specifically, the real date) rather than in-game time. The training conditions are the conditions for the proxy training that the first player requests from the second player, and specifically, the content designated by the first player regarding the training mode during the proxy training. Examples of the training mode include the number of training weeks to be reached during the proxy training, the training course, the item of the parameter to be increased, the increase amount or target value of the parameter, and the number of race appearances or the number of victories in the race during the proxy training.
[0030] After specifying the request details, the first player selects one of the multiple trustee candidates listed in the trustee candidate list JL shown in Fig. 3. A trustee candidate is a player who has previously registered as someone who is willing to take over the training of the target horse (strictly speaking, a player other than the first player). In addition to the player name or ID of the trustee candidate, the trustee candidate list JL may display the number of times of entrusted training so far as the training performance record.
[0031] After selecting a trustee candidate, the player who is the selected candidate is notified of the request for entrusted training from the first player. The player who receives the notice determines whether to accept the entrusted training of the target horse through the confirmation screen CS shown in Fig. 4. The player who decides to accept the entrusted training of the target horse acts as the second player and can train the target horse at their own discretion during the training period specified by the first player. Specifically, the player can train the target horse on their own farm or enter it in a race.
[0032] When the entrusted training by the second player ends, the entrusted training authority set for the second player is revoked / invalidated, and the training authority of the target horse is returned to the first player. In the game, since the target horse deposited in the second player's farm is returned to the first player's farm, hereinafter, the return of the entrusted training authority of the target horse from the second player to the first player is also referred to as "the target horse is returned to the first player".
[0033] After the entrusted training ends, a predetermined number of medals are paid from the first player to the second player as a reward. Note that the number of medals paid as a reward may vary according to the results of the entrusted training by the second player, specifically, the number of training weeks during the entrusted training, or the increase amount of the parameters increased by the entrusted training. In addition, the reward is not limited to medals and may be, for example, items or racehorses that can be used within this game.
[0034] Incidentally, when the second player trains (strictly speaking, disciplines) the target horse during the training proxy, the same number of medals as the training content is consumed as in normal training. However, in this game, the first player bears the number of medals spent on the second player's proxy training of the target horse. This point is a feature of the present invention and will be described in detail in the following sections.
[0035] [Configuration of the information processing apparatus and user terminal according to the first embodiment of the present invention] Next, the configuration of the information processing apparatus and user terminal according to the first embodiment of the present invention will be described. The information processing apparatus according to the first embodiment is composed of a game computer, strictly speaking, a server computer (hereinafter referred to as server 10). As shown in FIG. 5, server 10 is communicably connected to user terminal 12 via network 14, and together with user terminal 12, constructs an information processing system S for the game. Note that server 10 may be composed of a single computer, or may be composed of a plurality of computers that are parallelly distributed.
[0036] As shown in FIG. 5, server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24, and these devices are electrically connected via a bus 25. In addition, an operating system (OS) and a dedicated program for information processing related to this game are installed in server 10 as software. These programs correspond to the "program" of the present invention. By operating according to the above programs, processor 21 causes server 10 to function as the information processing apparatus of the present invention and execute a series of processes related to the progress of this game.
[0037] The processor 21 may be constituted by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), ASIC (Application Specific Integrated Circuit), or the like. The memory 22 may be constituted by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The communication interface 23 may be constituted by, for example, a network interface card, a communication interface board, or the like. The standard for data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of the 3G to 5G or later generations, or communication based on LTE (Long Term Evolution). The storage 24 may be constituted by a flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), or the like. Further, the storage 24 may be built in the server 10, or may be attached to the server main body in an external form. Furthermore, the storage 24 may be constituted by an external computer (for example, a database server) communicably connected to the server main body. Note that, as a technique for recording various data, a distributed ledger technique such as a blockchain may be used for the purpose of avoiding unauthorized data tampering or the like.
[0038] Server 10 distributes information necessary for the progress of this game to each player, and also collects and stores information from each player. The information stored by Server 10 includes information regarding the play history of each player in this game, for example, the racehorses each player has acquired so far and the current parameters of each racehorse, the number of medals held, and the number of times of entrusted training agency received so far, etc. In addition, for the player who has requested the entrusted training of a racehorse, information regarding the entrusted training, such as the training conditions and the current status of the entrusted training, is stored in Server 10.
[0039] In addition, Server 10 executes various information processes regarding the progress of this game, including the following processes. · Process for changing the parameters of the racehorse related to training · Process for having the second player substitute for the training of the target horse of the first player · Process for completing or interrupting the entrusted training of the target horse by the second player · Process for specifying the time (training time) when the second player carried out the entrusted training of the target horse · Process for specifying the number of medals spent on the entrusted training of the target horse by the second player · Process for changing the number of medals held by each player · Process for generating or holding various in-game events including races · Process for awarding prize money to the player whose racehorse won in the race in which it participated, etc.
[0040] User terminal 12 is a client terminal that a player operates to play this game. Specifically, it is composed of a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of information input, a wearable terminal, etc. Note that, for the sake of illustration, only two user terminals 12 are shown in FIG. 5, but the number of user terminals 12 may be any number as long as it is two or more.
[0041] The user terminal 12 receives information necessary for the progress of the present game from the server 10, and displays the video included in the information on a screen such as a display, or outputs the audio from a speaker or the like. Further, the user terminal 12 receives the operations of the player performed during the play of the present game, and transmits information corresponding to the operation content to the server 10.
[0042] For example, when the player raises a racehorse in the present game, the player performs a raising operation on the user terminal 12. The raising operation is an operation related to raising a racehorse, and is an operation such as inputting information necessary for raising or selecting from among a plurality of items related to raising. For example, the player designates a raising course in the menu list ML of FIG. 1, and performs an operation for entry registration to enter the racehorse in a desired race through a registration screen (not shown).
[0043] In addition, a player who requests a proxy for raising a racehorse, that is, the first player, performs an operation for requesting a proxy for raising on the user terminal 12. For example, various request items are designated on the proxy request screen IS of FIG. 2, and one candidate trustee is selected from the trustee candidate list JL of FIG. 3. The player who has received the proxy for raising, that is, the second player, can raise the racehorse (target horse) related to the proxy for raising by performing a normal raising operation on the user terminal 12 after indicating the intention to respond to the proxy request for raising by the first player through the confirmation screen CS of FIG. 4.
[0044] In addition, during the proxy for raising, the first player can sequentially confirm the status of the proxy for raising the target horse by the second player through the communication between the user terminal 12 and the server 10. For example, the number of weeks of raising and the parameters of the target horse at each time point during the proxy for raising can be viewed on the screen of the user terminal 12.
[0045] [Function of the information processing apparatus according to an embodiment of the present invention] The configuration of the server 10, which is an information processing apparatus according to the first embodiment, will be described again from the functional aspect. As shown in FIG. 6, the server 10 includes an operation reception unit 30, a distribution unit 40, a storage unit 50, and an information processing unit 60. Among these, the storage unit 50 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. Hereinafter, each functional unit will be described in detail.
[0046] (Operation reception unit) The operation reception unit 30 receives the operations performed by the player on the user terminal 12 during the play of the game in question. Strictly speaking, it receives data indicating the content of the operation from the user terminal 12. As shown in FIG. 6, the operation reception unit 30 includes a training operation reception unit 31, a request reception unit 32, a candidate selection reception unit 33, a commission confirmation reception unit 34, and a race registration reception unit 35.
[0047] The training operation reception unit 31 receives the training operations of the racehorses by the player. The training operation is a training operation for the racehorse, strictly speaking, a designated operation for training. In the training operation, the racehorse to be trained, the training course, the number of medals (medal consumption number) to be spent on training, etc. are designated. The training operation reception unit 31 receives data indicating the above-mentioned designated content from the user terminal 12. The request reception unit 32 receives the designated operation performed by the first player to request the proxy training of the racehorse, specifically, the operation of designating the requested matters such as the above-mentioned training period and training conditions. Specifically, it receives data indicating the designated requested matters from the user terminal 12.
[0048] The candidate selection reception unit 33 receives the operation in which the first player selects one candidate from the list JL of trustee candidates at the time of the proxy training request. Specifically, it receives data indicating the selection result from the user terminal 12. The entrusted confirmation reception unit 34 receives the entrusted confirmation operation performed when the player who is a candidate for the trustee selected by the first player determines to entrust the training agency through the confirmation screen CS in FIG. 4. Specifically, it receives data indicating whether to accept the entrustment from the user terminal 12. The race registration reception unit 35 receives the registration operation performed to enter a racehorse in the race desired by the player. In the registration operation, the race for which entry is desired, the race date, the racehorse to be entered, etc. are specified, and the race registration reception unit 35 receives data indicating these contents from the user terminal 12.
[0049] (Distribution unit) The distribution unit 40 distributes information necessary for the progress of this game to the user terminals 12 of each player, and as shown in FIG. 6, it has an event information distribution unit 41 and an inquiry unit 42. The event information distribution unit 41 distributes information regarding various events such as races. On the user terminal 12 side that has received the information distributed by the event information distribution unit 41, the video and audio of the event production are output (displayed and played, etc.). The inquiry unit 42 distributes inquiry information regarding a predetermined matter to a predetermined player. For example, it distributes inquiry information regarding whether to continue the training agency to the first player or the second player.
[0050] (Memory unit) The memory unit 50 stores information necessary for the game progress. As shown in FIG. 6, it has a player information memory unit 51, a racehorse information memory unit 52, a possession number memory unit 53, a training agency request memory unit 54, and a training agency status memory unit 55.
[0051] The player information storage unit 51 stores player information regarding each player of the present game for each player. As shown in FIG. 7, the player information includes the name or identification ID of each player, the account name for the game, the total play time of the present game, the identification ID of the racehorse owned (owned horse ID), the grade of the farm owned, the number of times of entrusting the training agency so far, a training agency flag indicating whether a training agency is currently requested, and a trustee candidate flag indicating whether the player corresponds to a trustee candidate at the current time, etc. In addition, information regarding players other than these, for example, the name or identification ID of other players registered as friends by the player may be included in the player information.
[0052] The racehorse information storage unit 52 stores racehorse information regarding the racehorses owned by each player for each racehorse. As shown in FIG. 8, the racehorse information includes the name of each racehorse, the identification ID, the account name of the player who owns the racehorse, the parameters at the current time (specifically, ability values such as stamina, speed, and power, and race records such as the number of past race appearances and the number of victories), the number of training weeks at the current time, and the remaining number of available training periods (remaining weeks), etc. In addition, information regarding racehorses other than these, for example, the name or ID of the sire may be included in the racehorse information. As shown in FIG. 9, the holding number storage unit 53 stores the number of medals held by each player at the current time for each player.
[0053] The training agency request storage unit 54 stores training agency request information regarding requests for training agencies for each request. As shown in FIG. 10, the training agency request information includes an identification ID for the training agency request (request ID), the account name of the player who requested the training agency, the training period, the identification ID of the racehorse related to the requested training agency, the training conditions (specifically, the number of training weeks to be achieved during the training agency, the training course, and the item of the parameter to be increased by the training agency and its target value), and the account name of the player who received the training agency, etc.
[0054] The breeding proxy status memory unit 55 stores breeding proxy status information regarding the progress of the currently ongoing breeding proxy for each breeding proxy. As shown in FIG. 11, the breeding proxy status information includes a request ID, the breeding proxy start date at the actual time, the number of breeding weeks from the start of the breeding proxy to the current time in the in-game time, the current value of the breeding target parameters, the number of medals passed as the breeding budget, and the number of medal consumptions spent on the breeding proxy up to the current time. Note that the number of medals passed as the breeding budget will be described later.
[0055] (Information processing unit) The information processing unit 60 executes information processing necessary for the progress of this game. As shown in FIG. 6, it includes a parameter change unit 61, a proxy processing unit 62, a proxy completion unit 63, a proxy interruption unit 64, a proxy time determination unit 65, a possession quantity change unit 66, a consumption quantity determination unit 67, a race result determination unit 68, and a prize awarding unit 69.
[0056] When the breeding operation reception unit 31 receives the player's breeding operation, the parameter change unit 61 executes a process of changing the parameters of the racehorse to be bred stored in the racehorse information memory unit 52, specifically, ability values such as stamina, speed, and power, according to the content of the operation. At this time, the change amount (increase amount) of each parameter changes according to the breeding course and the number of medals invested specified by the player in the breeding operation.
[0057] When the proxy confirmation reception unit 34 receives an answer from the trustee candidate selected by the first player to accept the breeding proxy, the proxy processing unit 62 designates the trustee as the second player and executes a process of having the second player proxy the breeding of the target horse. Specifically, the proxy processing unit 62 sets the authority to breed the target horse for the second player and associates the account name of the second player with the request ID of the breeding proxy and stores it in the breeding proxy request memory unit 54. During the proxy training, the first player can check the progress of the proxy training of the target horse by the second player (for example, the evaluation value described later, the current parameters of the target horse, etc.). As a result, during the proxy training, the first player can appropriately check whether the proxy training is progressing smoothly (whether the training norm can be achieved), and can also check whether it is possible to proceed under the current proxy training conditions (for example, whether it is better to change the training course).
[0058] When the proxy completion unit 63 satisfies the completion condition for the proxy training, it completes the proxy training of the racehorse by the player who received the proxy training. The completion condition is, for example, that the training conditions specified by the first player at the time of requesting the proxy training are satisfied. That is, when the number of training weeks in the proxy training of the target horse by the second player reaches the number of training weeks specified by the first player, or when the parameters of the target horse increase to the target value specified by the first player, the proxy completion unit 63 completes the proxy training of the target horse by the second player. When the proxy completion unit 63 completes the proxy training of the target horse by the second player, the target horse is returned from the second player to the first player.
[0059] When the proxy interruption unit 64 satisfies the interruption condition for the proxy training, it interrupts the proxy training of the racehorse by the player who received the proxy training during the proxy training. The interruption condition is a condition related to the progress of the proxy training of the target horse. Specifically, it is that the current progress of the proxy training has not reached the standard. For example, the proxy interruption unit 64 calculates an evaluation value at each point in time during the proxy training. The evaluation value is a value calculated based on the proxy time described later (specifically, the number of training weeks increased during the proxy training period) and the number of medals consumed for the proxy training. For example, it is the ratio of the number of medals consumed to the proxy time. When the evaluation value satisfies the interruption condition, specifically, when the evaluation value is lower than the reference value, the proxy interruption unit 64 interrupts the proxy training of the target horse by the second player at that time. When the proxy interruption unit 64 interrupts the proxy training of the target horse by the second player, the target horse is returned from the second player to the first player.
[0060] The interruption condition is not limited to the above conditions. For example, it may be an interruption condition that the substitution time at the time when a certain period of time has elapsed since the start of the proxy breeding of the target horse is less than a predetermined time. Alternatively, when the value of the parameter of the target horse increased until a certain period of time has elapsed since the start of the proxy breeding of the target horse does not reach the reference value, the proxy breeding of the target horse by the second player may be interrupted. Also, as described above, during the proxy breeding period, since the first player can confirm the progress of the proxy breeding of the target horse by the second player, it is possible to appropriately determine whether the proxy breeding is being carried out smoothly. Therefore, when it is determined that the proxy breeding is not being carried out smoothly, the first player may be able to interrupt the proxy breeding of the target horse by the second player by performing a predetermined interruption operation.
[0061] The substitution time specifying unit 65 specifies the in-game time (hereinafter referred to as the substitution time) spent on the proxy breeding of the racehorse. The substitution time corresponds to, for example, the number of breeding weeks from the start time of the proxy breeding to the current time. That is, when specifying the substitution time for the proxy breeding of the target horse by the second player, the substitution time specifying unit 65 specifies the number of breeding weeks reached from the start of the proxy breeding of the target horse by the second player to the current time as the substitution time. The specified substitution time, that is, the number of breeding weeks, is used as a determination material when the substitution interruption unit 64 determines whether the interruption condition is satisfied.
[0062] The possession number changing unit 66 corresponds to the "changing unit" of the present invention, and changes the medal possession number stored in the possession number storage unit 53 when the breeding operation receiving unit 31 receives the player's breeding operation. For example, when breeding a racehorse owned by a player, the possession number changing unit 66 subtracts the number of medals spent on breeding, specifically, the number of medals inputted at the time of the breeding operation, from the medal possession number of that player.
[0063] Also, when the second player performs the breeding agency for the target horse requested by the first player, that is, when the agency processing unit 62 causes the second player to perform the breeding of the target horse, the holding quantity change unit 66 subtracts the number of medals consumed for the breeding agency of the target horse by the second player from the medal holding quantity of the first player. That is, when another player performs the breeding of the racehorse of the player who requests the breeding agency, the player who requests pays the number of medals consumed for the breeding agency.
[0064] Also, in the first embodiment, when the agency processing unit 62 causes the second player to perform the breeding of the target horse of the first player, the holding quantity change unit 66 subtracts the first number of medals determined as the breeding budget from the medal holding quantity of the first player. The first number of medals corresponds to the "first value number", and when the request reception unit 32 receives a request for breeding agency of the target horse from the first player, the first number of medals is determined according to the breeding weeks, breeding course, and target values of the desired parameters specified by the first player. At this time, the first number of medals includes, in addition to the number of medals consumed for the breeding agency of the target horse, the number of medals set as a gratuity for the breeding agent (that is, the second player). The number of medals as a gratuity may be a predetermined value or a value determined by the first player.
[0065] The holding quantity change unit 66 subtracts the first number of medals determined as the breeding budget from the medal holding quantity of the first player. Also, when the acceptance confirmation reception unit 34 receives an answer from the player who is the candidate trustee selected by the first player that they accept the breeding agency, the holding quantity change unit 66 adds the number of medals corresponding to the first number of medals to the medal holding quantity of that player (that is, the second player). That is, the first number of medals is passed to the second player who has accepted the breeding agency as the breeding budget. The second player can pay the cost (number of medals consumed) for the breeding agency of the target horse from the passed breeding budget. Regarding the medal holding quantity of the second player after the breeding budget is passed and added, it is preferably divided into the number of medals of the breeding budget and the number of medals other than that, and restrictions are taken so that the number of medals of the breeding budget cannot be used for purposes other than breeding agency.
[0066] The consumption amount specifying unit 67 corresponds to the value amount specifying unit and specifies the number of medals spent on behalf of the racehorse breeding. For example, when the above-mentioned completion condition is satisfied for the breeding on behalf of the target horse by the second player, the consumption amount specifying unit 67 specifies the number of medal consumptions spent until the time when the completion condition is satisfied. The number of medal consumptions specified at this time corresponds to the "second value amount" and is hereinafter also referred to as the "second medal number". Further, the consumption amount specifying unit 67 can specify the number of medals spent on behalf of the breeding until that point at any time during the breeding on behalf of, and hereinafter, the number of medal consumptions specified at each point is also referred to as the "total medal consumption amount".
[0067] The race result determining unit 68 determines the win / loss result of each race in this game, that is, the finishing order of each horse running in the race, and generates data for event production according to the determined race result. The generated data for event production is distributed by the event information distribution unit 41 to the player who entered the racehorse in that race.
[0068] The prize awarding unit 69 corresponds to the value awarding unit, awards the number of medals corresponding to the result of the race as a prize to a predetermined player. For example, when the second player enters the target horse in the race during the breeding on behalf and wins the race, a predetermined number of medals is awarded as a prize. In this case, the recipient of the prize may be the second player who performs the breeding on behalf of the target horse, or may be the first player who is the owner of the target horse. When the prize is awarded, accordingly, the holding number changing unit 66 adds the number of medals corresponding to the prize to the medal holding number of the player who is the recipient of the prize stored in the holding number storage unit 53.
[0069] [Information processing flow according to an embodiment of the present invention] Next, among the information processing flows by the information processing system S, the flow related to the breeding on behalf (hereinafter referred to as the breeding on behalf flow) will be described. The breeding on behalf flow adopts the information processing method of the present invention. In other words, each step in the breeding on behalf flow corresponds to the components of the information processing method of the present invention. Hereinafter, to explain the proxy breeding process in an easy-to-understand manner, a specific case is given. Let the first player who requests proxy breeding be Player X, the second player who accepts the proxy breeding be Player Y, and the racehorse (target horse) related to the proxy breeding be Racehorse Z.
[0070] When executing the proxy breeding process, Players X and Y log in to this game and start playing. In the game, Players X and Y each own at least one racehorse and hold medals as in-game currency (value). That is, at the stage before the execution of the proxy breeding process, Server 10 stores the number of medals held by each of Players X and Y for each player in Memory 22 or Storage 24 (specifically, the holding number storage unit 53). Also, in the proxy breeding process, a plurality of players including Player Y (strictly speaking, a plurality of players other than Player X) are pre-registered as candidate trustees.
[0071] The proxy breeding process proceeds, for example, along the flow shown in FIGS. 12 to 14, starting from when Player X operates the user terminal 12 to specify the matters related to the proxy breeding of Racehorse Z, specifically, the breeding period, breeding conditions, etc. (S001). Server 10 accepts Player X's proxy breeding request through communication with Player X's user terminal 12, and specifically obtains data indicating the above-mentioned request matters (S002).
[0072] Next, when Player X operates the user terminal 12 to select a candidate trustee (S003), Server 10 accepts Player X's selection result through communication with Player X's user terminal 12, and specifically obtains data indicating the candidate trustee selected by Player X (S004). Incidentally, in this case, Player Y corresponds to the selected candidate trustee.
[0073] After that, the server 10 inquires of player Y whether to accept the training agency requested by player X through communication with the user terminal 12 of player Y (S005). Player Y answers whether to accept the training agency through the confirmation screen CS in FIG. 4, and if there is an intention to accept, answers to that effect (S006). Regarding the subsequent steps, the case where player Y answers to accept the training agency will be assumed and described.
[0074] The server 10 determines the training budget, that is, the number of the first medals, according to the training conditions specified by player X, subtracts the number of the first medals from the medal holdings of player X stored in the holdings storage unit 53, and adds the same number of medals to the medal holdings of player Y (S007). The number of the first medals includes the number of medals spent for training the racehorse Z under the training conditions specified by player X and the number of medals given as a reward for the training agency to player Y, and specifically, it is the sum of these values.
[0075] Also, the server 10 executes a process of having player Y substitute for training the racehorse Z, that is, sets the training agency authority for the racehorse Z for player Y (S008). Thereby, hereafter, player Y can substitute for training the racehorse Z, in other words, the training operations of player Y regarding the racehorse Z can be accepted by the server 10. In FIG. 12, the above step S008 is shown to be performed after step S007 that changes the medal numbers of players X and Y, but the order of these steps may be reversed, or these steps may be performed simultaneously.
[0076] When player Y performs a breeding operation on user terminal 12 to entrust the breeding of racehorse Z (S009), server 10 receives the breeding operation through communication with player Y's user terminal 12. Specifically, it receives data indicating the breeding course, the number of medals invested, etc. (S010). Accordingly, server 10 (specifically, parameter change unit 61) changes the parameters of racehorse Z stored in racehorse information storage unit 52, specifically, stamina, speed, power, etc. (S011). At this time, each parameter is changed according to the content of the breeding operation received from player Y, that is, the breeding course, the amount of medals invested, etc.
[0077] Also, server 10 subtracts the number of medals spent on breeding racehorse Z from the number of medals held by player Y stored in medal holding number storage unit 53 (S012). Note that in FIG. 13, step S012 is shown to be performed after step S011 of changing the parameters of racehorse Z, but the order of these steps may be reversed, or these steps may be performed simultaneously.
[0078] Also, when player Y performs a registration operation on the user terminal to enter racehorse Z in a race during the breeding period (S013), server 10 receives the registration operation through communication with player Y's user terminal 12. Specifically, it receives data indicating the race in which entry is desired, the racehorse to be entered (that is, racehorse Z) and the race date of the race, etc. (S014). Then, when the race date arrives at the in-game time (S015), server 10 determines the win-loss result of the race based on the parameters of each racehorse in the race, and awards a prize to the player of the racehorse that won (finished in 1st place). For example, if racehorse Z wins in a race in which player Y enters racehorse Z, server 10 adds the number of medals corresponding to the prize money to the number of medals held by a predetermined player (for example, player X) stored in medal holding number storage unit 53.
[0079] Although not shown in FIG. 13, when a race is held, the server 10 performs a step of generating event production data according to the result of the race and distributing the generated data to each player who entered a racehorse in the race.
[0080] During the training agency period, the server 10 appropriately determines whether the completion conditions for the training agency of racehorse Z by player Y are satisfied (S017). For example, when the number of training weeks during the training agency period reaches the value specified by player X, or when the parameters of racehorse Z that player X desires reach the target value among the parameters of racehorse Z, the completion conditions are satisfied. When the completion conditions are satisfied, the server 10 (specifically, the agency completion unit 63) completes the training agency of racehorse Z by player Y (S018).
[0081] Also, during the training agency period, the server 10 appropriately determines whether the interruption conditions for the training agency of racehorse Z by player Y are satisfied (S019). For example, when the number of training weeks at the time when a certain period of time has elapsed since player Y started the training agency of racehorse Z is less than a predetermined number, or when the parameters of racehorse Z (especially the ability value that player X wants to increase) up to that time have not reached the reference value, the interruption conditions are satisfied. When the interruption conditions are satisfied, the server 10 (specifically, the agency interruption unit 64) interrupts the training agency of racehorse Z by player Y (S020).
[0082] When the training agency of racehorse Z by player Y is completed or interrupted, the training agency flow ends. With the end of the training agency flow, the training agency authority of racehorse Z set for player Y is released, and racehorse Z is returned to player X with its parameters changed according to the previous training agency. While none of the other party, completion conditions, and interruption conditions are satisfied, steps S009 to S016, S017, and S019 in the breeding agency flow described above are repeatedly executed. That is, unless the completion conditions and interruption conditions are satisfied, player Y can repeatedly perform breeding operations and registration operations, can change the parameters of racehorse Z each time a breeding operation is performed, and can enter racehorse Z in a race each time a registration operation is performed.
[0083] [Regarding the Second Embodiment of the Present Invention] Next, the second embodiment of the present invention will be described with reference to FIGS. 15 and 16. In the following, mainly the differences from the first embodiment in the second embodiment will be described. In FIG. 15, functional parts common to the first embodiment are denoted by the same reference numerals as those in the first embodiment (that is, the reference numerals shown in FIG. 6).
[0084] As shown in FIG. 15, the server 10A according to the second embodiment further includes a consignment condition reception unit 36 in the operation reception unit 30. When registering a player who has the intention to consign the breeding of a racehorse as a consignment candidate, the consignment condition reception unit 36 receives settings regarding the consignment conditions for the breeding agency from that player. The consignment conditions are the conditions when a consignment candidate performs the breeding agency of a racehorse, are presented by the consignment candidate, and specifically include the grade of the farm owned by the consignment candidate and used for the breeding agency, or the number of medals required when performing the breeding agency on the farm owned by the consignment candidate.
[0085] When the consignment condition reception unit 36 receives the setting of the consignment conditions from the player registered as a consignment candidate, as shown in FIG. 16, the consignment conditions of each consignment candidate, specifically the grade of the farm and the number of medals required for the breeding agency, are displayed in the consignment candidate list JL. The first player who requests the breeding agency of a racehorse selects one from among the plurality of consignment candidates listed in the consignment candidate list JL while checking the consignment conditions of each consignment candidate.
[0086] When the candidate selection reception unit 33 receives the selection result of the first player, the cultivation proxy flow proceeds in the same procedure as in the first embodiment thereafter. That is, it is inquired whether to entrust the cultivation proxy to the player who is the candidate trustee selected by the first player. If that player answers that they will accept the cultivation proxy, they will become the second player, and the holding number change unit 66 subtracts the first number of medals (i.e., the cultivation budget) corresponding to the entrusted conditions set by the second player from the medal holding number of the first player and adds it to the medal holding number of the second player.
[0087] As described above, in the second embodiment, the second player who accepts the cultivation proxy presents the entrusted conditions regarding the cultivation proxy, and the first player who requests the cultivation proxy bears the number of medals corresponding to the presented entrusted conditions as the cultivation budget.
[0088] [Regarding the Third Embodiment of the Present Invention] Next, the third embodiment of the present invention will be described. In the following, mainly the differences from the first embodiment in the third embodiment will be described.
[0089] In the third embodiment, when the second player who has accepted the cultivation proxy of the target horse enters the target horse in a race as an in-game competition and the target horse wins in that race, the number of medals awarded as prize money can be incorporated into the cost of the cultivation proxy. More specifically, when the second player enters the target horse in a race during the cultivation proxy period and the target horse wins in that race, the number of medals corresponding to the prize money is secured for the cultivation proxy. That is, the server 10 (specifically, the prize money awarding unit 69) adds the number of medals corresponding to the win / loss result of the race in which the target horse during the cultivation proxy participates to the first number of medals (cultivation budget) and awards it to the second player. As a result, the medal holding number of the second player will be further increased by the number of medals corresponding to the win / loss result of the race.
[0090] As described above, in the third embodiment, the number of medals obtained by adding the number of first medals given to the second player as a training budget and the number of medals corresponding to the prize money obtained in the races in which the horse participated during the period of agency training can be used for the agency training of the target horse. And when the number of medals spent on the agency training is within the range of the above-mentioned total number of medals, the remaining number of medals may be given to the second player who conducted the agency training as a reward. Note that the number of medals corresponding to the prize money is not limited to the case where it is given when the horse wins the race (that is, finishes in the first place), and even in the case of the winning or losing result of the second place or later, the number of medals corresponding to the finishing position may be given.
[0091] [Regarding the Fourth Embodiment of the Present Invention] Next, the fourth embodiment of the present invention will be described with reference to FIG. 17. In the following, mainly the differences from the first embodiment in the fourth embodiment will be described. Also, regarding steps S001 to S016 in the agency training flow according to the fourth embodiment, since they are the same as those in the first embodiment, the description and illustration will be omitted.
[0092] In the fourth embodiment, among the number of first medals given from the first player to the second player as a training budget when conducting the agency training of the target horse, the number of medals remaining at the time when the agency training of the target horse by the second player is completed is returned to the first player. Specifically, in the agency training flow according to the fourth embodiment, when the completion condition for the agency training of the target horse by the second player is satisfied, as shown in FIG. 17, the server 10 (specifically, the agency completion unit 63) completes the agency training (S017, S018). In this case, the server 10 specifies the magnitude relationship between the number of first medals given to the second player as a training budget and the number of medal consumption, that is, the number of second medals, spent until the completion condition for the agency training by the second player is satisfied (S021).
[0093] When the number of second medals is smaller than the number of first medals, the server 10 (specifically, the holding quantity change unit 66) calculates the difference between the two medal numbers, and adds the number of medals corresponding to the difference to the medal holding quantity of the first player after subtracting the number of first medals (S022). Here, the "number of medals corresponding to the difference" may be the same value as the difference, or may be the number of medals obtained by subtracting the gratitude gift to the second player from the difference. Although not shown in FIG. 17, when returning the number of medals corresponding to the difference to the first player in step S022, the server 10 (specifically, the holding quantity change unit 66) subtracts the same number of medals from the medal holding quantity of the second player.
[0094] [In the fifth embodiment of the present invention] In the fourth embodiment, when the completion condition is satisfied and the second player's proxy breeding of the target horse is completed, among the number of first medals given to the second player as the breeding budget, the number of medals remaining at the time of completion of the proxy breeding is returned to the first player. However, the present invention is not limited to this, and the second player may continue to perform proxy breeding of the target horse until the breeding budget is exhausted. Such a case will be described as the fifth embodiment of the present invention with reference to FIG. 18. In the following, the differences from the fourth embodiment in the fifth embodiment will be described. Also, for steps S001 to S016 in the proxy breeding flow according to the fifth embodiment to be described, since they are the same as those in the first and fourth embodiments, the description and illustration will be omitted.
[0095] In the proxy breeding flow according to the fifth embodiment, when the completion condition for the second player's proxy breeding of the target horse is satisfied (S017), as shown in FIG. 18, the server 10 determines the magnitude relationship between the number of first medals given to the second player as the breeding budget and the number of medals consumed until the time when the completion condition for the second player's proxy breeding is satisfied, that is, the number of second medals (S031). When the number of second medals is larger than the number of first medals, the server 10 (Specifically, the agency completion unit 63) completes the cultivation agency (S018).
[0096] On the other hand, when the number of first medals is greater than the number of second medals, the server 10 (specifically, the inquiry unit 42) inquires of the first player who requested the cultivation agency of the target horse whether to continue the cultivation agency (S032). The first player operates the user terminal 12 to answer whether to continue the cultivation agency (S033).
[0097] When the first player answers that they want to continue the cultivation agency, the server 10 (specifically, the agency processing unit 62) continues the cultivation agency of the target horse by the second player until the cultivation budget is exhausted (S034). That is, when the number of first medals is greater than the number of second medals at the time when the completion condition is satisfied, and when an answer to continue the cultivation agency of the target horse is obtained from the first player, the server 10 continues the cultivation agency of the target horse by the second player until the number of medals spent on the cultivation agency of the target horse reaches the cultivation budget (that is, the number of first medals). As a result, it is possible to further perform the cultivation agency of the target horse from the time when the completion condition is satisfied and grow the target horse until the cultivation budget is exhausted.
[0098] On the other hand, when the first player answers that they do not want to continue the cultivation agency, the server 10 completes the cultivation agency of the target horse by the second player and returns the number of medals corresponding to the difference between the number of first medals and the number of second medals to the first player (S035). That is, when the number of first medals is greater than the number of second medals at the time when the completion condition is satisfied, and when the cultivation agency of the target horse by the second player is completed without continuing, the server 10 adds the number of medals corresponding to the difference to the medal holdings of the first player.
[0099] [Regarding the Sixth Embodiment of the Present Invention] Next, the sixth embodiment of the present invention will be described with reference to FIG. 19. In the following, the differences from the first embodiment in the sixth embodiment will be mainly described. Also, among the breeding proxy flows according to the sixth embodiment, steps S001 to S016 are the same as those in the first embodiment, so the description and illustration will be omitted.
[0100] In the sixth embodiment, when breeding a target horse on behalf of the second player, among the first number of medals transferred from the first player to the second player as the breeding budget, the number of remaining medals at the time when the breeding of the target horse by the second player is interrupted is returned to the first player. Specifically, the breeding proxy flow according to the sixth embodiment is similar to the fourth embodiment described above. When the interruption condition is satisfied for the breeding of the target horse by the second player, as shown in FIG. 19, the server 10 (specifically, the proxy interruption unit 64) interrupts the breeding (S019, S020). In this case, the server 10 identifies the magnitude relationship between the first number of medals transferred to the second player as the breeding budget and the total number of medals consumed up to the time when the interruption condition is satisfied (S041).
[0101] When the total number of medals consumed is less than the first number of medals, the server 10 (specifically, the holding number change unit 66) adds the number of medals corresponding to the difference between the two numbers of medals to the medal holding number of the first player after the breeding budget is subtracted (S042). Although not shown in FIG. 19, when returning the number of medals corresponding to the difference to the first player in step S042, the server 10 (specifically, the holding number change unit 66) subtracts the same number of medals from the medal holding number of the second player.
[0102] [Regarding the Seventh Embodiment of the Present Invention] Next, the seventh embodiment of the present invention will be described with reference to FIG. 20. In the following, the differences from the first embodiment in the seventh embodiment will be mainly described. Also, among the breeding proxy flows according to the seventh embodiment, steps S001 to S008 and steps S017 to S020 are the same as those in the first embodiment, so the description and illustration will be omitted.
[0103] In the breeding agency process according to the seventh embodiment, as in the first embodiment, when the second player performs a breeding operation on the target horse during the breeding agency period, the server 10 (specifically, the breeding operation reception unit 31) receives the breeding operation (S009, S010). Then, as shown in FIG. 20, the server 10 (specifically, the consumption number identification unit 67) identifies the total number of medals consumed from the start time of the breeding agency of the target horse by the second player to the current time (S010a). And the server 10 determines the magnitude relationship between the identified total number of medals consumed and the first number of medals given to the second player as the breeding budget (S010b).
[0104] When the total number of medals consumed is less than the first number of medals (that is, within the breeding budget), the server 10 performs the steps after S011 to change the parameters of the target horse according to the breeding operation of the second player, and further executes the subsequent processing. On the other hand, when the total number of medals consumed becomes greater than the first number of medals (that is, exceeds the breeding budget), the server 10 (specifically, the agency interruption unit 64) interrupts the breeding agency of the target horse by the second player at that time (S010c).
[0105] As described above, in the seventh embodiment, the second player is allowed to perform the breeding agency of the target horse within the range of the breeding budget, and the breeding agency is interrupted when the total number of medals consumed in the breeding agency exceeds the breeding budget. However, it is not limited to this. For example, when the total number of medals consumed exceeds the breeding budget, the second player may be burdened with the excess number of medals, and the excess number of medals may be subtracted from the medal holdings of the second player. In this case, even if the second player uses up the breeding budget, the breeding agency of the target horse by the second player can be continued.
[0106] Note that, regarding the excess number of medals, it is not limited to burdening the second player, and it may be burdened on the first player who is the person requesting the training proxy, and the excess number of medals may be subtracted from the medal holdings of the first player. At this time, for example, the second player may apply to the first player for an additional budget for training proxy, and the server 10 may subtract the number of medals corresponding to the applied additional budget from the medal holdings of the first player, and newly add the number of medals corresponding to the additional budget to the medal holdings of the second player.
[0107] [Regarding the Eighth Embodiment of the Present Invention] In the above-described embodiment, when the second player substitutes for the training of the target horse, the first number of medals as the training budget is transferred from the first player to the second player. That is, in the above-described embodiment, at the start of the training proxy by the second player, the number of medals spent on the training proxy is collectively subtracted from the medal holdings of the first player.
[0108] However, different from the above-described embodiment, an embodiment is also conceivable in which, each time the second player substitutes for the training of the target horse (in other words, each time the second player's training operation regarding the target horse is received during the training proxy), the number of medals spent on one training proxy is subtracted from the medal holdings of the first player. This embodiment will be described below as the eighth embodiment of the present invention. Note that, below, the points different from the first embodiment among the eighth embodiments will be mainly described.
[0109] In the eighth embodiment, when a training operation regarding the training of the target horse is performed by the second player during the training proxy, the server 10 (specifically, the training operation reception unit 31) receives the training operation. Using this as a trigger, the server 10 (specifically, the holdings change unit 66) subtracts the number of medals for one training proxy from the medal holdings of the first player. Then, when the second player repeatedly performs a plurality of training operations on the target horse during the training proxy, the server 10 (specifically, the holdings change unit 66) subtracts a predetermined number of medals from the medal holdings of the first player each time the training operation is received.
[0110] [Summary] The information processing apparatus of the present invention includes a proxy processing unit 62 and a holding quantity changing unit 66. The proxy processing unit 62 executes a process of having the second player proxy the breeding of the target horse of the first player, and the holding quantity changing unit 66 subtracts the number of medals consumed for the breeding proxy of the target horse by the second player from the medal holding quantity of the first player. That is, the cost of the breeding proxy of the target horse by the second player, that is, the number of medals consumed for the breeding proxy of the target horse, is borne by the first player who requested the breeding proxy. That is, the second player does not need to bear the cost burden when proxying the breeding of the target horse, and thereby, the motivation of the player who intends to receive the breeding proxy is aroused, and the breeding proxy system is actively utilized.
[0111] Further, the information processing apparatus of the present invention includes an operation receiving unit 30 (specifically, a breeding operation receiving unit 31) that receives the breeding operation of the second player regarding the breeding of the target horse. In this configuration, each time the operation receiving unit 30 receives a breeding operation, the holding quantity changing unit 66 may subtract the number of medals consumed according to the breeding operation from the medal holding quantity of the first player. In this case, since the number of medals consumed according to the number of times of the breeding operation by the second player is subtracted from the medal holding quantity of the first player, the number of medals consumed for the breeding proxy can be more accurately borne by the first player.
[0112] Further, in the information processing apparatus of the present invention, when the proxy processing unit 62 has the second player proxy the breeding of the target horse, the holding quantity changing unit 66 may subtract the first number of medals determined as the breeding budget from the medal holding quantity of the first player. In this case, since it is not necessary to subtract the medal holding quantity of the first player every time the second player performs a breeding operation, the information processing for changing the medal holding quantity can be simplified accordingly.
[0113] In addition, the information processing apparatus of the present invention has a request reception unit 32 that receives a request for entrusting the training of a target horse from a first player. The request for entrusting the training may include the content specified by the first player regarding the training mode of the target object to be applied during the training. In this configuration, when the request reception unit 32 receives the request for entrusting the training from the first player, it is preferable that the medal quantity change unit 66 subtracts the first number of medals corresponding to the training mode specified by the first player from the medal holdings of the first player. Further, it is more preferable that the medal quantity change unit 66 adds the number of medals corresponding to the first number of medals to the medal holdings of the second player. According to the above configuration, the number of medals corresponding to the training mode specified by the first player can be passed to the second player as the training budget. Thereby, it becomes easier for the second player to carry out the training of the target horse in the training mode specified by the first player.
[0114] In addition, the information processing apparatus of the present invention may have a trust condition reception unit 36 that receives a setting regarding the trust conditions for entrusting the training of the target horse from the player. In this configuration, it is preferable that the medal quantity change unit 66 subtracts the first number of medals corresponding to the trust conditions set by the second player from the medal holdings of the first player. In this case, the second player can carry out the training of the racehorse under the trust conditions set by himself / herself. Further, since the number of medals spent on the training under the trust conditions set by the second player is borne by the first player, it becomes even easier for the second player to carry out the training.
[0115] In addition, the information processing apparatus of the present invention may have a proxy interruption unit 64 that interrupts the proxy breeding of the target horse when an interruption condition is satisfied. In this configuration, when the holding quantity change unit 66 subtracts the first number of medals as the breeding budget from the medal holding quantity of the first player, and then the proxy interruption unit 64 interrupts the proxy breeding of the target horse by the second player, it is preferable that the holding quantity change unit 66 adds the number of medals corresponding to the interruption of the proxy breeding of the target horse to the medal holding quantity of the first player. In this case, among the first number of medals given to the second player as the breeding budget, the remaining number of medals at the time of interruption of the proxy breeding of the target horse can be returned to the first player, so that the remaining number of medals can be appropriately processed.
[0116] In addition, the information processing apparatus of the present invention may have a proxy time specifying unit 65 that specifies the proxy time as the in-game time spent on the proxy breeding of the target horse, and a consumption quantity specifying unit 67 that specifies the total number of medals consumed in the proxy breeding of the target horse by the second player. In this configuration, when a value (specifically, an evaluation value) calculated based on the proxy time specified by the proxy time specifying unit 65 and the total number of medals consumed specified by the consumption quantity specifying unit 67 for the proxy breeding of the target horse by the second player satisfies the interruption condition, it is preferable that the proxy interruption unit 64 interrupts the proxy breeding of the target horse by the second player. In this case, based on the proxy time and the total number of medals consumed, it is possible to accurately determine whether the proxy breeding should be interrupted. Thereby, for example, when the situation of the proxy breeding is not favorable, the proxy breeding of the target horse by the second player can be interrupted, so the first player can safely let the second player proxy the breeding of the target horse.
[0117] Further, the information processing apparatus of the present invention may include a proxy completion unit 63 that completes the proxy raising of the target horse when the completion condition is satisfied, and a consumption number specifying unit 67 that specifies the number of medals consumed for the proxy raising of the target horse by the second player. The consumption number specifying unit 67 may specify, as the number of medals consumed, the number of second medals consumed until the time when the completion condition is satisfied for the proxy raising of the target horse by the second player. In this configuration, when the number of first medals is greater than the number of second medals, it is preferable that the possession number changing unit 66 adds a number of medals corresponding to the difference between the number of first medals and the number of second medals to the medal possession number of the first player after the number of first medals is subtracted. In this case, since the number of medals remaining at the time when the proxy raising of the target horse is completed can be returned to the first player out of the number of first medals passed to the second player as the breeding budget, the remaining number of medals can be appropriately processed.
[0118] Further, the information processing apparatus of the present invention may include an inquiry unit 42, and when the completion condition is satisfied, the inquiry unit 42 may inquire of the first player whether to continue the proxy raising of the target horse by the second player. In this configuration, when the number of first medals is greater than the number of second medals and the inquiry unit 42 obtains an answer from the first player to continue the proxy raising of the target horse, it is preferable that the proxy processing unit 62 continues the proxy raising of the target horse by the second player until the number of medals consumed reaches the number of first medals. In this case, by continuing the proxy raising until the number of medals passed to the second player as the breeding budget is used up, the target horse can be further grown, and the interest of the game can be enhanced.
[0119] In addition, the information processing apparatus of the present invention may include a proxy interruption unit 64 that interrupts the proxy breeding of an object, and a consumption number specifying unit 67 that specifies the number of medals consumed for the proxy breeding of a target horse by a second player. In this configuration, it is preferable that when the number of medals consumed for the proxy breeding of the target horse by the second player exceeds the first number of medals, the proxy interruption unit 64 interrupts the proxy breeding of the target horse by the second player. In this case, since the proxy breeding of the target horse is interrupted when the number of medals given to the second player as the breeding budget is used up, it is possible to avoid a situation where the number of medals consumed for the proxy breeding exceeds the budget.
[0120] Further, the information processing apparatus of the present invention may include a prize awarding unit 69, and the prize awarding unit 69 may add the number of medals corresponding to the result of the race in which the target horse being bred participates to the first number of medals and award it to the second player. In this case, since the prize money of the race can be used as the breeding cost, for example, when the second player enters the target horse in the race and wins the race, the second player can appropriately carry out the proxy breeding using the prize money.
[0121] Also, in the information processing apparatus of the present invention, when the proxy processing unit 62 executes a process of having the second player proxy breed the target horse, the holding amount changing unit 66 may subtract a first number of medals including the number of medals consumed for the proxy breeding of the target horse and the number of medals set as a gratuity to the second player from the medal holding amount of the first player. In this case, since the first number of medals including the gratuity for the proxy breeding is determined, it is possible to pass the breeding budget to the second player after securing the gratuity to the second player. Thereby, the motivation of the second player for the proxy breeding can be further aroused.
[0122] In addition, the information processing method of the present invention is characterized in that a computer executes a process of having a second player substitute for raising a target horse of a first player, and the computer subtracts the number of consumption medals spent on the substitute raising of the target horse by the second player from the number of medals held by the first player. According to this information processing method, it becomes easier to commission the raising of racehorses in the game, so the commission of raising racehorses will be actively used.
[0123] Note that the information processing method of the present invention is realized by an information processing device alone or in combination with another terminal such as a user terminal. Here, the information processing device may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since the above-described series of information processing (excluding information input and display) is executed by the server computer, on the user terminal side, it is only necessary to input information to be delivered to the server computer and display information distributed from the server computer.
[0124] In addition, the program of the present invention is a program that causes a computer to execute a process of having a second player substitute for raising a target horse of a first player, and causes the computer to subtract the number of medal consumptions spent on the substitute raising of the target horse by the second player from the number of medals held by the first player. By causing the computer to execute this program, it becomes possible to easily commission the raising of racehorses in the game, and a game environment in which the commission of raising racehorses can be actively used is constructed. Note that the program of the present invention may be obtained by being read from a computer-readable recording medium (media), or may be obtained (downloaded) via a network such as the Internet or an intranet.
[0125] [Other Embodiments] So far, several specific examples have been given and described regarding the information processing apparatus, information processing method, and program of the present invention. However, the above-described embodiments are merely examples, and other embodiments are also conceivable.
[0126] In the above-described embodiment, the server computer for game data distribution (i.e., server 10) functions as the information processing apparatus of the present invention. However, it is not limited thereto, and some of the functions of server 10 may be provided in user terminal 12. For example, one or both of the functions of the agency processing unit 62 and the holding quantity changing unit 66 may be provided in user terminal 12.
[0127] Also, in the above-described embodiment, when the second player accepts the commission for raising the target horse, a predetermined number of medals is subtracted from the medal holding quantity of the first player as the raising budget, or every time the second player receives an operation (raising operation) for raising the target horse, a predetermined number of medals is subtracted from the medal holding quantity of the first player. However, it is not limited thereto. For example, when the raising of the target horse by the second player ends or is interrupted, the number of medal consumptions incurred until then is specified, and a number of medals corresponding to the specified number of medal consumptions may be subtracted from the medal holding quantity of the first player.
[0128] Also, in the above-described embodiment, the first player who requested the commission for raising the target horse selects from among a plurality of candidate trustees, confirms the intention to accept the commission for raising to the selected candidate trustee, and when obtaining an answer to accept the commission for raising, designates the candidate trustee as the second player and causes the second player to raise the target horse. However, it is not limited thereto. For example, when the first player requests the commission for raising the target horse, the raising conditions are specified, the player of the candidate trustee sets the acceptance conditions, both conditions are collated, and the candidate trustee who sets the acceptance conditions that match the raising conditions is designated as the second player, and the second player may be caused to raise the target horse.
Explanation of Reference Numerals
[0129] 10, 10A Server 12 User terminal 14 Network 21 Processor 22 Memory 23 Communication interface 24 Storage 25 Bus 30 Operation reception unit 31 Breeding operation reception unit 32 Request reception unit 33 Candidate selection reception unit 34 Trustee confirmation reception unit 35 Race registration reception unit 36 Trustee condition reception unit 40 Distribution unit 41 Event information distribution unit 42 Inquiry unit 50 Storage unit 51 Player information storage unit 52 Racehorse information storage unit 53 Quantity held storage unit 54 Breeding agency request storage unit 55 Breeding agency status storage unit 60 Information processing unit 61 Parameter change unit 62 Agency processing unit 63 Agency completion unit 64 Agency interruption unit 65 Agency time determination unit 66 Quantity held change unit 67 Consumption quantity determination unit 68 Race result determination unit 69 Prize awarding unit CS confirmation screen IS breeding agency request screen ML menu list JL trustee candidate list S Information processing system
Claims
1. Comprising a processor, the processor is configured to: In a game for growing an object according to a growth environment set for a player, display a selection screen on the terminal of the first player for selecting a second player who will take over the growth of the target object of the first player; Display the acceptance conditions when each of the second players displayed on the selection screen grows the target object in the growth environment of the second player; Inquire whether the second player selected by the first player from the selection screen accepts to take over the growth of the target object; An information processing apparatus.
2. In a game for growing an object according to a growth environment set for a player, a processor displays a selection screen on the terminal of the first player for selecting a second player who will take over the growth of the target object of the first player; The processor displays the acceptance conditions when each of the second players displayed on the selection screen grows the target object in the growth environment of the second player; The processor inquires whether the second player selected by the first player from the selection screen accepts to take over the growth of the target object; An information processing method.
3. In a game for growing an object according to a growth environment set for a player, display a selection screen on the terminal of the first player for selecting a second player who will take over the growth of the target object of the first player; Display the acceptance conditions when each of the second players displayed on the selection screen grows the target object; Inquire whether the second player selected by the first player from the selection screen accepts to take over the growth of the target object; A program for causing a processor to execute the processing.
4. Comprising a server and a terminal, The server is configured to: In a game for growing an object according to a growth environment set for a player, display a selection screen on the terminal of the first player for selecting a second player who will take over the growth of the target object of the first player; Display the acceptance conditions when each of the second players displayed on the selection screen grows the target object in the growth environment of the second player; A system that queries whether the second player selected by the first player from among the selection screens accepts the proxy cultivation of the target object. system.
Citation Information
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