Program and Information Processing System

The system uses AI to generate game content based on player actions and ensures appropriateness, addressing the need for enhanced engagement and interest in games by providing personalized and dynamic content.

JP7703089B1Active Publication Date: 2025-07-04COLOPL
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Patent Information

Application Number
JP2024125653
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-01
Publication Date
2025-07-04
Estimated Expiration
2044-08-01

AI Technical Summary

Technical Problem

Existing games lack mechanisms to enhance player interest and engagement through dynamic and personalized content generation while ensuring appropriateness and adherence to content guidelines.

Method used

A system utilizing AI to generate game content, such as cards, based on player actions, with a determination mechanism to ensure the content is appropriate and reflects player preferences, preventing inappropriate images.

Benefits of technology

Enhances player engagement by providing personalized and dynamic content while maintaining game appropriateness, thereby improving overall game interest and user satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Improve the appeal of the game. 【Solution】The program causes the computer to function as a generation means for generating an image used in the game using AI based on a predetermined condition being satisfied in the game, and a determination means for determining whether the generated image generated by the AI is an inappropriate image.
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Description

Technical Field

[0001] The present invention relates to a program and an information processing system.

Background Art

[0002] Conventionally, it has been known to generate items in a game using AI (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In games, an improvement in interest is required.

[0005] An object of the present invention is to improve the interest of a game.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is functioned as a generation means for generating an image used in a game using AI based on a predetermined condition being satisfied in the game, and a determination means for determining whether the generated image generated by AI is an inappropriate image. a program is provided.

Effects of the Invention

[0007] According to the present invention, the interest of a game can be improved.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.

[0010] <Hardware Configuration of the System> As shown in FIG. 1, the information processing system 1 of the present embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, Long Term Evolution (LTE), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

[0014] The memory 22 is a main memory device. The memory 22 is composed of a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory), for example. The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.

[0015] In addition, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through the cooperation between the terminal device 10 and the server 20. As an example, the game realized through the cooperation between the terminal device 10 and the server 20 may be a game executed on a browser launched on the terminal device 10. Further, the program may be a program for realizing the game through the cooperation of a plurality of terminal devices 10. In addition, various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls the transmission and reception of various data via the network between the server 20 and the terminal device 10 and the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes the game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and expands it in the memory 12. The processor 11 executes the expanded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM, for example. The memory 12 provides a working area for the processor 11 by temporarily storing the program and various data read by the processor 11 from the storage 13. The memory 12 also temporarily stores various data generated while the processor 11 is operating according to the program.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is composed of storage devices such as a flash memory or an HDD, for example. Various data related to the game are stored in the storage 13.

[0024] The communication IF 14 controls the transmission and reception of various data via a network between the terminal device 10 and the server 20 or the like.

[0025] The input / output IF 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output IF 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output IF 15 may include the input unit 17 or the display unit 18, etc.

[0026] The input unit 17 receives inputs from the user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting the position input to the input surface by a user's operation (such as a touch operation, a tap operation, a slide operation, a swipe operation, and a flick operation, etc.), and transmitting information indicating the detected position as an input signal. As the touch panel as the input unit 17, a capacitance method or a resistive film method, etc. can be adopted, but other methods may also be used.

[0028] Note that the input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (such as an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, an exhalation sensor, a pressure sensor, or an image sensor, etc.), an operation stick, a camera, or a microphone, etc. Also, the display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of the System> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has functions such as providing various data and programs necessary for realizing a game to each terminal device 10, and collecting and managing data related to the game from each terminal device 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 by using the user accounts pre-registered for each game. The method of registering the accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on the user's operation, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in FIG. 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, and the like. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include a game program, game information, and user information.

[0032] The game program is a program for realizing a game. The game information and the user information are data referred to when the control unit 210 executes the game program.

[0033] In this embodiment, the game program may include not only the game program executed on the server 20 side but also the game program executed on the terminal device 10 side. Further, the storage unit 220 may store the game program executed on the server 20 side and the game program executed on the terminal device 10 side.

[0034] Game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects such as objects of player characters used by the user are arranged. The game information includes, for example, the arrangement positions, sizes, colors, shapes, etc. of background objects such as buildings, trees, and stones arranged in the virtual space, and objects of non-player characters (NPCs), and various setting information regarding objects common among accounts. In addition, the game information includes, for example, set values of various parameters of NPCs. In the following, the object of the character arranged in the virtual space may be simply referred to as "character".

[0035] User information is information managed for each game account. The user information includes, for example, information regarding player characters, information regarding possessed assets, and information indicating the progress of the game. The possessed assets can be said to be the value owned by the user within the virtual space. Examples of such value (in other words, in-game value, possessed assets) include electronic currency, items, and characters. Also, examples of electronic currency include in-game currency that can be used within the game and cryptocurrency. That is, in the storage unit 220, for example, information such as electronic currency, items, or characters possessed by each user may be stored in association with identification information that can identify each user. In this embodiment, "grant (in other words, acquire) to the user" for a predetermined value (in other words, object) such as an item can also be said to store it in a predetermined storage unit linked to the user's account as the value owned by the user.

[0036] The control unit 210 controls various processes related to the game by executing the game program stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a game control unit 212, a data management unit 213, a generation unit 214, and a determination unit 215.

[0037] The transmission / reception unit 211 transmits or receives various types of data. For example, the transmission / reception unit 211 receives requests for transmitting various types of data and programs, etc. from each terminal device 10 and passes them to the game control unit 212. Also, the transmission / reception unit 211 transmits various types of data and programs to each terminal device 10 in accordance with the control by the game control unit 212.

[0038] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program in response to requests, etc. from the terminal device 10. Also, the game control unit 212 instructs the transmission / reception unit 211 to transmit game information or user information. Further, the game control unit 212 instructs the data management unit 213 regarding addition, update, or deletion of records of game information or user information.

[0039] The data management unit 213 manages various types of data stored in the storage unit 220 in accordance with the instructions of the game control unit 212. For example, the data management unit 213 reads out game information or user information in accordance with a command from the game control unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. Also, the data management unit 213 adds, updates, or deletes records of game information or user information in accordance with a command from the game control unit 212.

[0040] The terminal device 10 in this embodiment has, for example, a function as an input device that receives a user's input operation, and a function as an output device that outputs game images and sounds, etc.

[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0042] The control unit 110 controls various processes related to the game executed on the terminal device 10 by executing the game program stored in the storage unit 120. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, and a display control unit 114.

[0043] The operation reception unit 111 receives an operation input by the user via the input unit 17 (hereinafter also referred to as an "input operation"). Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the type of the input operation include various operations by fingers such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation that physically contacts the input unit 17 (for example, the touch screen 16), and may include a non-contact operation. Note that an operation for ending an input operation that has been performed until then, such as a touch-off operation for ending contact with the touch screen 16, can also be regarded as an aspect of the input operation.

[0044] Here, the operation reception unit 111 can also receive an input operation performed using an operating device connected via the input / output IF 15 in the same manner as an input operation on the input unit 17.

[0045] The transmission / reception unit 112 transmits or receives various types of data. For example, the transmission / reception unit 112 transmits game information and user information to the server 20. The transmission / reception unit 112 receives various types of data, programs, etc. from the server 20.

[0046] The game control unit 113 executes various processes related to the progress of the game. Specific examples will be described below.

[0047] The game control unit 113 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 113 arranges objects in the virtual space based on the setting information of the objects included in the game information. The game control unit 113 controls the objects arranged in the virtual space. Specifically, the game control unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, or causes the objects to perform predetermined operations.

[0048] The game control unit 113 defines a virtual camera for designating the area to be presented to the user in the virtual space. The game control unit 113 arranges the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game control unit 113 generates an image by drawing the visual field area defined by the virtual camera and the objects arranged in this visual field area.

[0049] The game control unit 113 interprets the content of the user's instruction based on the coordinates of the input position detected by the operation reception unit 111 and the type of the input operation, etc. The game control unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction content, etc. The game control unit 113 progresses the game while controlling objects, virtual cameras, etc. based on the results of the determination processes, etc. The game control unit 113 updates, adds, or deletes game information and user information according to the progress status of the game.

[0050] The display control unit 114 causes the display unit 18 to display an image. Specific examples will be described below.

[0051] The display control unit 114 generates an image by drawing the area of the virtual camera's field of view defined by the game control unit 113 and the objects existing in that area in the virtual space, and causes the display unit 18 to display it. The display control unit 114 can superimpose and draw objects related to various UI (User Interface) necessary for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0052] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may include at least a part of the functions provided by other devices. Also, each device such as the terminal device 10 and the server 20 does not have to be realized by an integrated device, and may be realized by a plurality of devices connected via a network or the like, for example. Further, the information processing system 1 may be configured by only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be realized by a plurality of devices connected via a network.

[0053] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, it is described that the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each process according to this embodiment. However, at least a part of the processes performed by the processor 11 among the processes according to this embodiment may be executed by a processor different from the processor 11. Also, at least a part of the processes performed by the processor 21 among the processes according to this embodiment may be executed by a processor different from the processor 21. For example, one of the control unit 110 and the control unit 210 may perform part or all of the processes performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of a plurality of devices.

[0054] Hereinafter, a case where the configuration according to the present embodiment is applied to a game that combines a roguelike game and a card game (in other words, a roguelike card game) will be described as an example. Note that the configuration according to the present embodiment can also be applied to games other than roguelike card games.

[0055] The flow of the game of the present embodiment will be described with reference to an example of the game screen shown in FIGS. 3 to 5.

[0056] FIG. 3 is a diagram showing an example of a map screen 300 that displays a map 301. The user advances one square at a time through a map (in other words, a dungeon, a virtual space) 301 composed of a plurality of squares 302, aiming for the innermost part of the map 301. In the map 301 shown in FIG. 3, the user will advance from the square 302a at the bottom of the screen towards the square 302b at the top of the screen. Various events are set for each square 302, and when the user stops (in other words, arrives) at any square 302, the event corresponding to (in other words, set for) that square 302 is executed. The map 301 is composed of a plurality of stages, and the innermost part of the final stage is the innermost part of the map 301. When reaching the innermost part of the stage (specifically, when reaching the innermost square 302b and clearing the event set for the innermost square 302b), the user can proceed to the next stage. In the map screen 300 shown in FIG. 3, one stage is displayed, and when this stage is cleared, the next stage is displayed. And when the final stage is cleared (specifically, when reaching the innermost square 302b of the final stage and clearing the event corresponding to the innermost square 302b), the game is cleared (in other words, the dungeon is cleared). Also, if the hit point of the player character reaches "0" before clearing the final stage, the game is over.

[0057] Each cell 302 is associated with various events such as battle events, story events, shop events, and rest events. In other words, there are cells 302c with battle events set, cells 302d with story events set, cells 302e with shop events set, cells 302f with rest events set, etc. in cell 302.

[0058] A battle event is an event in which a battle is conducted with enemy characters. FIG. 4 shows an example of a battle screen 310 displayed in a battle event. Although it will be described in detail later, the user conducts a battle with enemy characters by using the cards 311 he / she owns.

[0059] In a battle event, the user conducts a battle with enemy character 312 using a deck composed of a plurality of cards 311. Specifically, the user uses card 311 to make player character 313 fight against enemy character 312.

[0060] The battle is conducted in a turn-based manner, with the user's turn and the enemy's turn coming alternately. For the user, a plurality of cards 311 are dealt from the deck (in other words, the stock) every turn. The user can select and use the card 311 to be used from the dealt cards 311 (in other words, the hand). The user is given a predetermined number of usable points every turn. Each card has a cost (in other words, consumption points) set, and when card 311 is used, the cost set for the used card 311 is subtracted from the usable points. Also, the used card 311 becomes a discarded card and cannot be used again until it becomes a hand card again. And the user can use a card 311 with a cost equal to or less than the remaining usable points in each turn. In other words, the user can use cards 311 up to the amount of the usable points within a turn. That is, the usable points can also be said to be the cost that can be used in each turn, and cards 311 can be used within the range of the usable cost.

[0061] The card 311 is classified into a plurality of types. In the present embodiment, the types of cards include an attack-type card that damages the enemy character 312, a defense-type card that defends against attacks from the enemy character 312, and a skill-type card that produces an effect advantageous to the user in combat, such as buffing the player character 313 or debuffing the enemy character 312. In the present embodiment, the user advances the game using a specific player character 313 (for example, engaging in combat with the enemy character 312), and each card 311 causes the specific player character 313 to attack or defend, or causes the specific player character 313 to use a skill (in other words, buff the specific player character 313). However, for example, there may be a card 311 set for the player character 313, and by using the card 311, the player character 313 set for the card 311 may be selected as the player character 313 to be used in combat.

[0062] By using a card, the user causes the player character 313 to attack (for example, an attack by using an attack-type card), defend (for example, a defense by using a defense-type card), or strengthen (for example, a strengthening by using a skill card), and advances the combat.

[0063] Note that a plurality of cards 311 to be used in combat (in other words, the cards 311 that make up the deck) are given to the user at the start of the play. Also, as will be described later, the user can obtain the card 311 in various events, and the card 311 obtained by the user is added to the deck.

[0064] In the game of this embodiment, when the game is cleared (in other words, the dungeon is cleared) or the game is over, map 301 is newly generated, and it becomes possible to challenge the conquest of map 301 from the beginning again. In other words, the game of this embodiment can be played repeatedly, and one play is defined as starting from the exploration of a new map 301 until the game is cleared or the game is over. During one play, the user can acquire various objects such as card 311 and use them in the game, but when one play ends, the acquired objects are lost. Also, during one play, the parameters of the user's player character 313 change (for example, the maximum hit points increase, etc., and the player character 313 is strengthened), but when one play ends, the changed parameters return to their original state. In other words, when one play ends, the user has to start the game from the beginning in the next play. Note that in the game of this embodiment, when one play ends, the user loses all the acquired objects, but it may be possible to start the next play while leaving some objects (in other words, items). That is, in the game of this embodiment, when one play ends, the user loses all the cards 311 acquired in various events such as battle events, story events, or shop events.

[0065] The processing related to the progress of the game will be described. The game control unit 113 instructs the display control unit 114 to display the map screen 300 illustrated in FIG. 3 on the display unit 18. The display control unit 114 displays the map screen 300 on the display unit 18 based on the instruction.

[0066] The game control unit 113 automatically generates a new map 301 for each play. The types and arrangement order of each cell 302 arranged in the map 301 are determined randomly, but they do not have to be completely random and may have certain rules. For example, specific cells 302 such as the first cell 302a or the last cell 302b of each stage may be fixed to the cells 302 where specific events (e.g., battle events) are set.

[0067] Also, based on the operation of the user who selects a specific cell 302 from among the plurality of cells 302 displayed on the map screen 300, the game control unit 113 causes the event set for the selected cell 302 to occur. At the start of each stage (in other words, at the start of play), the game control unit 113 accepts an operation of selecting a specific cell 302 from among the plurality of cells 302a at the bottom of the map 301 and does not accept selection for the other cells 302. After that, the game control unit 113 accepts an operation of selecting the next cell 302 after the cell 302 that the user has currently reached and does not accept selection for the other cells 302. That is, the user must advance one cell at a time on the map 301. In the example shown in FIG. 3, the user can only select the next cell 302 connected by a broken line from the current cell 302.

[0068] When a specific cell 302 is selected, the game control unit 113 causes the event set for the selected cell 302 to occur. Specifically, the game control unit 113 causes the display unit 18 to display a screen related to the event set for the selected cell 302 and advances the event based on the operation of the user.

[0069] The case where the event set for the selected cell 302 is a battle event will be described. In the battle event, the game control unit 113 instructs the display control unit 114 to display the battle screen 310 illustrated in FIG. 4 on the display unit 18. The display control unit 114 displays the battle screen 310 on the display unit 18 based on the instruction.

[0070] On the battle screen 310, images of the player character 313, images of enemy characters 312, images of the hand, a display 315 indicating the hit points of the player character 313, a display 316 indicating the hit points of the enemy character 312, a display 317 indicating the available points, etc. are shown. The image of each card 311 as a hand includes a display 320 of the card name, a display 321 of the cost, a display 322 indicating the performance of the card (in other words, the effect generated by using the card), etc.

[0071] In a battle event, the game control unit 113 manages the user's turn and the enemy's turn. In the user's turn, based on the user's operation of selecting a card 311 to use from the hand, the game control unit 113 generates an effect according to the performance of the selected card 311 and advances the battle event. For example, when the selected card 311 is an attack-type card, the game control unit 113 reduces the hit points of the enemy character 312 by the amount of damage set for the selected card 311. Also, for example, when the selected card 311 is a defense-type card, the game control unit 113 gives the player character 313 the effect of reducing the damage received by the player character 313 from the attack of the enemy character 312 in the enemy's turn. Then, based on the user's operation to end the user's turn, the game control unit 113 ends the user's turn and shifts to the enemy's turn. In the enemy's turn, the game control unit 113 executes an attack from the enemy character 312 to the player character 313 and reduces the hit points of the player character 313 by the amount of damage set for the executed attack, etc.

[0072] Then, when the hit points of the enemy character 312 reach "0" (in other words, when the user wins in the battle event), the game control unit 113 ends the battle event. Also, when the hit points of the player character 313 reach "0" (in other words, when the user loses in the battle event), the game control unit 113 ends the current play as a game over.

[0073] Next, the case where the event set for the selected cell 302 is a story event will be described. In a story event, the game control unit 113 instructs the display control unit 114 to display an event screen 330 illustrated in FIG. 5 on the display unit 18. The display control unit 114 displays the event screen 330 on the display unit 18 based on the instruction.

[0074] On the event screen 330, a display related to a predetermined story is displayed. In the present embodiment, the story event is an event in which a sentence 332 describing the story is displayed. Also, in the story event, the game control unit 113 presents options 331 related to actions in the story to the user, and advances the event according to the option 331 selected by the user. In other words, the game control unit 113 gives benefits or disadvantages to the user according to the option 331 selected by the user. Here, the benefit may be the acquisition of an object such as a card 311, the acquisition of in-game currency, or an increase in parameters of the player character 313 such as hit points (in other words, parameters related to the user). Also, the disadvantage may be the loss of an object such as a card 311, the loss of in-game currency, or a decrease in parameters of the player character 313 such as hit points (in other words, parameters related to the user). As an example, in the story event shown in FIG. 5, when the user selects the first option 331, the game control unit 113 gives the user a benefit (specifically, a card 311), while also giving a disadvantage (specifically, a decrease in the hit points of the player character 313) that makes the subsequent game progress disadvantageous. Also, when the user selects the second option 331, the game control unit 113 gives neither benefit nor disadvantage to the user.

[0075] When the story of the story event progresses to the end, the game control unit 113 ends the story event. Also, in the story event, the hit points of the player character may decrease. When the hit points of the player character reach "0", the game control unit 113 ends the current play as a game over.

[0076] The shop event is an event in which the user can purchase an object such as card 311 at a shop in the game. The game control unit 113 ends the shop event based on the user's operation of leaving the shop. The rest event is an event in which the user can have the player character 313 take a rest and recover the hit points of the player character 313. When the game control unit 113 recovers the hit points of the player character 313, the rest event is ended.

[0077] When the event corresponding to the selected square 302 ends, the game control unit 113 again displays the map screen 300 on the display unit 18 and accepts an operation by the user to select the next square 302.

[0078] In the game of this embodiment, the user can obtain card 311 during the progress of the play. For example, the game control unit 113 causes the user to obtain card 311 based on the user's victory in the battle event. Also, the game control unit 113 causes the user to obtain card 311 based on the user's selection of a specific option in the story event. Further, the game control unit 113 causes the user to obtain the card 311 purchased by the user in the shop event. In other words, in the square 302, a card acquisition possible event such as a battle event, a story event, or a shop event is set, and the game control unit 113 causes the user to obtain card 311 based on the execution of the card acquisition possible event.

[0079] The game control unit 113 manages an acquirable card list as a list of cards 311 that can be acquired by the user. The storage unit 120 stores the acquirable card list. When a predetermined condition is satisfied, the game control unit 113 adds a specific card 311 to the acquirable card list. In the present embodiment, the card 311 generated by the generation process described later is added to the acquirable card list. Note that, in addition to the card 311 generated by the generation process, the acquirable card list may include cards 311 that are included by default (in other words, cards included in the initial state of the game).

[0080] In a card acquirable event, the game control unit 113 selects the card 311 to be acquired by the user from among the cards 311 included in the acquirable card list. That is, the cards 311 included in the acquirable card list can be said to be candidates for the card to be acquired by the user.

[0081] For example, in a card acquirable event, the game control unit 113 presents a plurality of cards 311 to the user and assigns the card 311 selected by the user to the user. The game control unit 113 selects the card 311 to be presented at this time from among the cards 311 included in the acquirable card list. Specifically, for example, when the user wins in a battle event, the game control unit 113 causes the display unit 18 to display a plurality of cards 311 from among the cards 311 in the acquirable card list and allows the user to select the card 311 to be acquired from among the plurality of cards, and assigns the selected card 311 to the user. Also, for example, in a shop event, the game control unit 113 selects the card 311 that can be purchased (in other words, the card 311 arranged in the store) from among the cards in the acquirable card list and presents it to the user, and assigns the card 311 selected by the user for purchase to the user.

[0082] Note that, for example, in a card acquisition possible event, the game control unit 113 may present one card 311 out of the cards 311 included in the acquirable card list to the user, and may give the card 311 to the user when the user selects to acquire the card 311. Specifically, for example, in a story event, the game control unit 113 may present to the user an option 331 related to an action in the story, which is an option 331 for acquiring a specific card 311 included in the acquirable card list, and may give the specific card 311 to the user when the option 331 is selected. Note that it is not necessary to present to the user which card 311 to acquire until the time of selection of the option. In other words, in a card acquisition possible event, the game control unit 113 does not have to present acquirable cards to the user and then give the cards according to the user's selection. For example, in a story event, when the user selects a specific option 331 related to an action in the story, the game control unit 113 may automatically select a card to be given to the user from among the cards included in the acquirable card list and give it to the user.

[0083] Note that the game control unit 113 gives a predetermined number of cards 311 to the user at the start of one play. At this time, the types of the cards 311 given to the user may be fixed or may vary. Also, the game control unit 113 may present candidates for the cards 311 to be given to the user at the start of one play, and may give the cards 311 selected by the user to the user. In other words, the user may be able to select the cards 311 to be included in the deck at the start of one play. Also, the game control unit 113 may give the cards 311 generated by the generation process and added to the acquirable card list to the user at the start of one play. In other words, the card acquisition possible event may include an event executed at the start of one play.

[0084] Also, when one play ends, the game control unit 113 causes the user to lose all the cards 311 acquired in various events such as battle events, story events, or shop events. In other words, when one play of the game ends and the next play starts, the game control unit 113 starts the next play in a state where at least a part (for example, all) of the cards 311 acquired by the user in the previous play is lost. On the other hand, for the cards 311 added to the acquirable card list based on the previous play, the game control unit 113 starts the next play with the cards 311 added to the acquirable card list. Note that the addition of the cards 311 to the acquirable card list based on the previous play (in other words, the generation process described later) may be performed during the progress of the previous play, or may be performed after the previous play ends and before the next play starts.

[0085] In addition, the game control unit 113 may be able to cause the display unit 18 to display a screen on which the cards 311 included in the acquirable card list can be confirmed. In other words, the game control unit 113 may cause the acquirable card list to be displayed on the display unit 18 based on the user's operation or the like. According to such a configuration, the user can confirm the cards 311 that can be acquired during the game.

[0086] Also, the acquirable card list may have an upper limit set on the number of cards 311 that can be included in the list. And when the game control unit 113 adds a new card 311 to the acquirable card list in a state where the number of cards 311 included in the acquirable card list has reached the upper limit, it may delete one card 311 included in the acquirable card list from the acquirable card list and add the new card 311. At this time, the game control unit 113 may determine and delete the card 311 to be deleted from the acquirable card list based on the user's operation, or may determine and delete it automatically (for example, randomly or according to a predetermined rule). For example, the game control unit 113 may delete the card 311 in the order in which it was added to the acquirable card list (in other words, starting from the oldest card added to the list). Also, when the game control unit 113 automatically determines (for example, randomly or according to a predetermined rule) the card 311 to be deleted from the acquirable card list, the card 311 selected by the user to be excluded from the deletion target may not be selected as the card 311 to be deleted. That is, the game control unit 113 may register the specific card 311 in the storage unit 120 as a card 311 to be excluded from the deletion target based on the operation of the user selecting a specific card 311 in the acquirable card list. And when the game control unit 113 selects the card 311 to be deleted from the acquirable card list, it may not select the card 311 registered as a card 311 to be excluded from the deletion target. Also, the game control unit 113 may require a price from the user for registering the card to be excluded from the deletion target. That is, when the game control unit 113 registers the specific card 311 in the acquirable card list as a card 311 to be excluded from the deletion target based on the operation of the user selecting the specific card 311, it may reduce the value owned by the user (for example, electronic currency or items, etc.) by the amount of the price. Note that the process of determining and deleting the card 311 to be deleted from the acquirable card list by the game control unit 113 may be performed other than when adding a new card 311 in a state where the number of cards 311 has reached the upper limit.For example, the game control unit 113 may perform the process based on the end of one play, or may perform the process in an event corresponding to a specific square 302 (for example, in a story event, based on the user selecting a specific option 331).

[0087] Note that the basic progress method of the game can be the same as that of conventional games. That is, processes related to exploring a dungeon such as advancing one square at a time on a map, processes related to battles with enemy characters, processes related to the progress of various events, and processes related to the granting of objects such as cards can be the same as those of conventional games. That is, the basic progress method, operation method, and various processes of the game can be the same as those of conventional games (for example, conventional roguelike games and card games).

[0088] (Generation of Cards) In this embodiment, the card 311 is generated using a predetermined generation AI (Artificial Intelligence). The generation AI used for generating the card 311 may be possessed by the information processing system 1, or the generation AI provided by an external service may be used. For generating the card 311, a generation AI that generates text based on the input information (for example, text or image) may be used. Also, for generating the card 311, an image generation AI that generates an image based on the input information (for example, text or image) may be used. Note that when causing the generation AI to execute the generation of information (for example, an image) based on a predetermined input image, first, the generation AI may be caused to generate text (for example, text indicating the features of the input image) based on the input image, and then the generation AI may be caused to execute the generation of information (for example, an image) based on the text. Also, in this case, the generation AI that executes the generation of text based on the input image and the generation AI that executes the generation of an image based on the text may be the same generation AI or different generation AIs. That is, each generation AI in this embodiment may be the same generation AI or different generation AIs.

[0089] In addition, in this embodiment, various processes described as processes executed by the generation AI may be executed by an AI (artificial intelligence) other than the generation AI. In other words, various processes executed by the generation AI can be read as processes executed by a predetermined system (in other words, a control unit). For example, as an example, a process of generating text from a generated image (in other words, a process of converting a generated image into text) can be realized by various known techniques capable of detecting an object included in the generated image and outputting the name of the object. Note that AI includes machine learning-based AI, non-machine learning-based (for example, rule-based) AI, and the like.

[0090] The game control unit 113 controls the generation of the card 311 using the generation AI. When a predetermined condition is satisfied in the game, the game control unit 113 determines the generation of the card 311 and instructs the generation unit 214 to generate the card 311. Based on the instruction, the generation unit 214 generates the card 311. In other words, the game control unit 113 instructs the generation unit 214 to execute the generation process of generating the card 311 based on the satisfaction of a predetermined condition related to the execution of the generation process. The generation unit 214 executes the generation process based on the instruction.

[0091] In this embodiment, the generation process can also be said to be a process of giving information on the user's past actions in the game (hereinafter referred to as "action-related information") to the generation AI and generating the card 311 according to the user's past actions. The action-related information (in other words, the log of the user's actions) can also be said to be information on the user's actions in the game within a predetermined period. The predetermined period may be a period from a predetermined reference time point until a predetermined condition related to the execution of the generation process is satisfied. In this embodiment, the predetermined period is the period from the start to the end of play for one stage. Note that the predetermined period is not limited to this and can be set as appropriate. For example, the predetermined period may be the period from the start to the end of one play. Also, the predetermined period may be a period covering multiple plays. Further, the predetermined period may be the period from when the user first plays the game until the predetermined condition is satisfied.

[0092] In this embodiment, the predetermined condition related to the execution (in other words, start) of the generation process is the clearance of one stage. When the stage (in other words, a predetermined event) is cleared, the generation unit 214 gives the generation AI information regarding the user's actions in that stage and executes a generation process for generating the card 311 according to the user's past actions. Note that the predetermined condition is not limited to this and can be set as appropriate. For example, the predetermined condition may be the end of one play or the like. Specifically, the predetermined condition may be satisfied by game clearance (in other words, dungeon clearance), the player character 313 falling (in other words, losing in battle), or the like. Further, when the predetermined condition is satisfied by the player character 313 falling (in other words, losing in battle), conditions related to the progress of the game may be further added. That is, the game control unit 113 may start the generation process when the player character 313 falls and the progress of the game is equal to or more than a predetermined degree (in other words, exceeds a predetermined standard), and may not start the generation process when it is less than the predetermined degree. Further, the predetermined condition may be satisfied, for example, by reaching a specific square 302. In other words, as an event corresponding to the specific square 302, an event in which the generation of the card 311 is executed is prepared, and the predetermined condition related to the start of the generation process may be satisfied by the occurrence of the event.

[0093] The action-related information given to the generative AI may be, for example, information about objects used by the user in the game (such as items, specifically cards 311, equipment, etc.), information about objects obtained by the user in the game, information about options selected by the user in an event (such as a story event), information about the route the user has taken (in other words, the squares 302 passed through), or information about battles the user has engaged in. That is, the action-related information may include, for example, information indicating the type of card 311 used by the user, information indicating the number of times each card 311 has been used, etc. Also, the action-related information may include, for example, information indicating the type of card 311 obtained by the user, information indicating the number of each card 311 obtained, etc. Further, the action-related information may include, for example, information about the equipment equipped on the player character by the user (such as information about the type, effect, performance, etc. of the equipment). Additionally, the action-related information may include, for example, information about the options (such as story-related options 331) selected by the user in a predetermined event. Moreover, the action-related information may include, for example, information indicating the type of square 302 passed through by the user, information indicating the number of times each type of square 302 has been passed through, information indicating how far on the map 301 has been reached, etc. Also, the action-related information may include, for example, information about the damage dealt by the user to enemy characters (such as the total amount of damage, the maximum value of damage, or the average value of damage, etc.) and information about the status abnormalities inflicted by the user on enemy characters. Further, the action-related information may include, for example, information indicating the number of enemy characters defeated by the user and information indicating the types of enemy characters defeated by the user.

[0094] In addition, the action-related information provided to the generative AI may be a character string representing the characteristics (in other words, tendencies) of the user's actions, which is derived based on the user's past actions within the game (in other words, a character string corresponding to the characteristics of the user's actions). Such a character string may be derived, for example, by the game control unit 113 without using the generative AI, or may be derived using the generative AI. In other words, when the generation unit 214 causes the generative AI to generate various types of information based on the action-related information, the generative AI is given primary action-related information, and after causing the generative AI to generate a character string representing the characteristics of the user's actions based on the action-related information, the generation of various types of information may be performed based on the character string (in other words, secondary action-related information). Here, the generative AI that generates various types of information and the generative AI that generates the character string may be the same generative AI or different generative AIs. In other words, when the control unit 210 causes the generative AI to generate various types of information, the generative AI is given primary action-related information, and after summarizing the action-related information, the generation of various types of information may be performed based on the summarized result (in other words, secondary action-related information).

[0095] Note that the generation process may be executed by the control unit 110 of the terminal device 10, may be executed by the control unit 210 of the server 20, or may be executed in cooperation between the control unit 110 and the control unit 210. That is, hereinafter, the generation unit 214 of the control unit 210 will be described as executing the generation process, but a part or all of the generation unit 214 may be possessed by the control unit 110. Also, the action-related information used for the generation process may be transmitted by the control unit 110 to the server 20 when the predetermined condition is satisfied, or may be transmitted by the control unit 110 to the server 20 and stored in the storage unit 220 in advance before that timing.

[0096] In generating the card 311, the generation unit 214 performs a name determination process (in other words, generation) to determine the name of the card 311 using the generation AI. Also, in generating the card 311, the generation unit 214 performs a performance determination process (in other words, generation) to determine the performance of the card 311 based on the name determined by the name determination process. Here, the generation unit 214 determines the performance of the card 311 using the generation AI. Also, in generating the card 311, the generation unit 214 performs an image generation process (in other words, generation) to determine the image of the card 311 based on the name determined by the name determination process. Here, the generation unit 214 determines the image of the card 311 using the generation AI. Then, the generation unit 214 generates the card 311 having the name determined by the name determination process, the performance determined by the performance determination process, and the image determined by the image generation process. In other words, the generation process for generating an object in the game may include any one of a name determination process for determining the name of the object, a performance determination process for determining the performance of the object, and an image generation process for determining the image of the object. Note that in the present embodiment, in the generation process, the card 311 is generated, but the type of the object generated by the generation process is not particularly limited. For example, the object generated by the generation process may be an item to be equipped on a character such as a weapon, armor, accessory, etc., a consumable item consumed by use, or a character (for example, a character that can be used by the user or an enemy character).

[0097] In the name determination process, the generation unit 214 provides action-related information to the generation AI to determine the name of the card 311. Specifically, the generation unit 214 provides the generation AI with the action-related information, the information indicating the motif of the card 311, and the list of names that should not be used (in other words, the blacklist of names) as input information, and causes the generation AI to propose (in other words, generate) the name of the card 311. Then, the generation unit 214 determines the name proposed by the generation AI as the name of the card 311 to be generated. Specifically, the generation unit 214 inputs the action-related information to the generation AI and instructs the generation AI to propose the name of the card 311 based on the action-related information. In the present embodiment, the generation unit 214 transmits (in other words, inputs) a prompt including the input information and a character string instructing to propose the name of the card 311 based on the input information to the generation AI, and causes the generation AI to propose the name of the card 311. Here, the generation unit 214 transmits to the generation AI, as input information related to the name determination, a predetermined character string as the action-related information, a predetermined character string indicating the motif of the card 311, and the list of names that should not be used. In other words, the generation unit 214 causes the generation AI to propose, as the name of the card 311 to be generated, a name corresponding to the action-related information, a name based on a predetermined motif, and a name not included in the blacklist of names.

[0098] Note that, in the present embodiment, the motif is determined by lottery by the generation unit 214 from a plurality of options such as "Greek mythology", "Japanese mythology", "Norse mythology", or "Egyptian mythology". The motif may be appropriately selected according to the game worldview or the like.

[0099] Also, the blacklist of names may include, as names that should not be used, the names of specific characters appearing in the game according to the present embodiment (for example, characters that can be used as player characters or specific enemy characters (for example, boss characters)), the names of the cards 311 prepared by default (in other words, in advance), and the like.

[0100] That is, the generation unit 214 generates the card 311 with a name corresponding to the user's past actions using a generation AI. In other words, the object generated by the generation process is an object with a name corresponding to the user's past actions.

[0101] In the image generation process, the generation unit 214 gives the name determined by the name determination process to the generation AI to determine the image of the card 311. Specifically, the generation unit 214 gives the name of the card 311 as input information to the generation AI and causes the generation AI to propose (in other words, generate) the image of the card 311. Then, the generation unit 214 determines the image proposed by the generation AI as the image of the card 311 to be generated. Specifically, the generation unit 214 inputs the name of the card 311 to the generation AI and instructs the generation AI to propose the image of the card 311 based on the name of the card. In the present embodiment, the generation unit 214 transmits (in other words, inputs) a prompt including the input information and a character string instructing to propose the image of the card 311 based on the input information to the image generation AI, and causes the image generation AI to propose the image of the card 311. Here, the generation unit 214 transmits the character string indicating the name of the card 311 to the generation AI as the input information related to the determination of the image. In other words, the generation unit 214 causes the generation AI to propose the image corresponding to the name of the card 311 as the image of the card 311 to be generated.

[0102] In the image generation process, an image corresponding to the name determined based on the action-related information is generated. Then, the generated image is used as the image of the newly generated card 311. That is, the generation unit 214 generates the card 311 with a pattern corresponding to the user's past actions using a generation AI. In other words, the object generated by the generation process is an object with an appearance corresponding to the user's past actions.

[0103] Note that the image of the object to be generated by the generative AI may represent the whole object or a part of the object. That is, for example, as a card used in a game, there is a card that has a pattern part drawn according to the card and a common frame part or the like regardless of the card. However, the generation unit 214 causes the generative AI to generate an image of the pattern part (in other words, an image of a part of the object), and may generate an image of the whole card 311 by combining the generated image of the pattern part and an image of the frame part prepared in advance (in other words, an image of another part of the object). Similarly, for example, when generating an image of armor using the generative AI, the generation unit 214 may cause the generative AI to generate an image of the whole armor, or may cause the generative AI to generate an image related to a part of the armor, and generate an image of the whole armor by combining the generated image and an image related to another part of the armor prepared in advance, etc.

[0104] In the performance determination process, the generation unit 214 determines the performance of the card 311 based on the name determined by the name determination process. Specifically, the generation unit 214 gives the name determined by the name determination process and the action-related information to the generative AI as input information, and causes the generative AI to execute a proposal related to the performance of the card 311. Then, the generation unit 214 determines the performance of the card 311 to be generated based on the proposal of the generative AI. In the present embodiment, the generation unit 214 gives the name of the card 311 and the action-related information to the generative AI as input information, and extracts, from a plurality of options related to the performance of the card prepared in advance, the option to be adopted based on the name of the card 311 and the action-related information. The plurality of options are stored, for example, in the storage unit 220. Then, the generation unit 214 determines the performance of the card 311 to be generated based on the extraction result of the generative AI.

[0105] Here, each option defines the performance of the card 311. Specifically, each option may relate to the effects obtained by using the card 311, such as "dealing damage to one enemy with fire attribute", "dealing damage to one enemy with water attribute", "dealing damage to all enemies", "increasing the defense value by a specific value", "increasing the agility by a specific value", "drawing three cards", etc. In addition, when the object generated by the generation process is an equipment item that can be equipped by a character instead of the card 311, each option can be, for example, "sword with no attribute, attack power 12", "sword with fire attribute, attack power 10", "armor with thunder attribute, defense power 8".

[0106] The generation AI may extract one or multiple options to adopt. When extracting one option to adopt, the performance of the extracted option is determined as the performance of the generated card 311. When extracting multiple options to adopt, the performance of each of the multiple extracted options may be determined as the performance of one generated card 311. Alternatively, the performance of the option selected from among the multiple extracted options may be determined as the performance of the generated card 311. The selection of the option from among the multiple extracted options may be such that one or multiple options are selected by lottery from among the multiple extracted options, or the multiple extracted options may be presented to the user and one or multiple options are selected by the user from among the multiple extracted options. Also, the generation unit 214 may give the number of options to adopt to the generation AI as input information, may specify the number of options to adopt, or the number of options to adopt may vary based on predetermined conditions (for example, according to the progress of the game, the trigger for executing the generation process, etc., or by lottery for determining the number, etc.).

[0107] The extraction of options to be adopted by the generative AI may be performed, for example, as follows. For example, a plurality of groups each composed of a plurality of options related to the performance of the card are prepared in advance, and the generative AI may be made to determine which group to adopt from among the plurality of groups according to the name of the card 311 and the action-related information. That is, the process of extracting an option to be adopted from among a plurality of options related to the performance of the card by the generative AI may be a process of selecting a group to be adopted from among the plurality of groups. For example, in the performance determination process, the generation unit 214 transmits the name of the card 311 and the action-related information to the generative AI, and also transmits information about each of the plurality of groups to the generative AI, and instructs the generative AI to determine a group to be adopted from among the plurality of groups based on the name and the action-related information. For example, the generation unit 214 transmits (or inputs, in other words) a prompt to the generative AI, the prompt including a character string indicating the name of the card 311, a predetermined character string as the action-related information, a character string explaining the features of each of the plurality of groups, and a character string instructing to determine a specific group as the group to be adopted from among the plurality of groups based on the action-related information, and may cause the generative AI to select a group according to the name of the card 311 and the user's past actions in the game. In this case, the generation unit 214 determines, for example, the performance of the option selected by lottery from among the plurality of options included in the group selected by the generative AI, or the performance of the option selected based on the user's selection operation, as the performance of the card 311 to be generated. That is, the group can also be regarded as the table used for the lottery.

[0108] Also, the extraction of options to be adopted by the generative AI may be executed, for example, as follows. For example, in the performance determination process, the generation unit 214 transmits the name and action-related information of the card 311 to the generative AI, and also transmits information about each of the plurality of options to the generative AI, and instructs the generative AI to determine an option to be adopted from among the plurality of options based on the action-related information (for example, to select a predetermined number of options to be adopted) (note that the predetermined number may be one or more). For example, the generation unit 214 transmits a prompt including a character string indicating the name of the card 311, a predetermined character string as action-related information, a character string explaining the performance of each of the plurality of options, and a character string instructing to determine a specific option as an option to be adopted from among the plurality of options based on the action-related information to the generative AI, and may cause the generative AI to extract options according to the name of the card 311 and the user's past actions in the game.

[0109] In the performance determination process, the performance corresponding to the name determined based on the action-related information is determined as the performance of the card 311. Also, in the performance determination process, the performance corresponding to the action-related information is determined as the performance of the card 311. And the determined performance is used as the performance of the newly generated card 311. That is, the generation unit 214 generates the card 311 with performance corresponding to the user's past actions using the generative AI. In other words, the object generated by the generation process is an object with performance corresponding to the user's past actions.

[0110] Note that the performance determination process does not necessarily have to be a process of causing the generation AI to extract an option to be adopted from a plurality of options related to the performance of the pre-prepared card 311 and determining the performance of the card 311. For example, the generation unit 214 may cause the generation AI to propose the performance of the card 311 without giving information regarding options related to the performance of the card 311 (for example, information regarding the aforementioned group or information related to each option). In other words, the performance determination process may not be a process of determining the performance of the card 311 based on a plurality of pre-prepared options, but may be a process of causing the generation AI to devise it based on the name of the card 311, action-related information, or the like.

[0111] Note that the performance determination process is a process of determining the performance of an object. However, for example, as the performance of the object, any one of the effects obtained by using the object, the parameters of the object (for example, parameters related to strength, in other words, status), the skills possessed by the object, or the type of the object may be determined. Also, the type of the object includes, for example, the type and attributes of the item when the object is an item, and the race and occupation of the character when the object is a character.

[0112] Note that the image generation process may be a process of causing the generation AI to propose an image of the card 311 from among a plurality of options related to the image of the pre-prepared card 311 (in other words, a list of image candidates). In other words, the generation unit 214 may give the name of the card 311 to the generation AI as input information and cause the generation AI to extract an option to be adopted from among a plurality of options related to the image of the pre-prepared card 311 based on the name of the card 311. Then, the generation unit 214 may determine the image of the card 311 to be generated based on the extraction result of the generation AI. That is, the generation unit 214 may cause the generation AI to propose the image of the card 311 by giving options related to the image of the card 311 as input information, or may cause the generation AI to propose the image of the card 311 without giving options related to the image of the card 311.

[0113] Also, the name determination process may cause the generative AI to propose the name of card 311 from among a plurality of options related to the name of card 311 prepared in advance (in other words, a list of name candidates). In other words, the generation unit 214 may provide the generative AI with action-related information as input information and cause the generative AI to extract, based on the action-related information, an option to be adopted from among a plurality of options related to the name of card 311 prepared in advance. Then, the generation unit 214 may determine the name of the card 311 to be generated based on the extraction result of the generative AI. That is, the generation unit 214 may cause the generative AI to propose the name of card 311 by providing the generative AI with options related to the name of card 311 as input information, or may cause the generative AI to propose the name of card 311 without providing options related to the name of card 311. Here, the generation unit 214 may extract options to be adopted for each of the first half and the second half of the name of card 311 and determine the name of card 311 by combining the extracted options, etc.

[0114] In the present embodiment, at least part of the action-related information input to the generative AI as input information in the name determination process is different from the action-related information input to the generative AI as input information in the performance determination process. Specifically, in the name determination process, as action-related information, information regarding the options selected by the user in the event and information indicating the type of card 311 (in other words, item) acquired by the user are input to the generative AI. Also, in the performance determination process, as action-related information, information indicating the type of card 311 used by the user and information regarding the equipment equipped on the player character by the user are input to the generative AI. In other words, in the name determination process and the performance determination process, at least part of the types of information used as action-related information is different.

[0115] In the performance determination process, instead of or in addition to the various types of information described above, the following information may be input to the generative AI as input information. For example, the generation unit 214 may provide information specifying the number of features related to the performance of the object to be generated (e.g., the number of effects obtained by use, the number of skills, etc.) to the generative AI as input information. And the generative AI may be made to propose a number of features corresponding to the information specifying the number provided as the input information. Further, for example, the generation unit 214 may provide the purpose of generating the card 311 to the generative AI as input information. For example, the generation unit 214 may provide information such as "synergy discovery" or "new effect discovery" to the generative AI as the purpose. In this case, when the purpose of "synergy discovery" is given, the generative AI generates a card 311 that has a synergy with the card 311 used by the user indicated by the user's action-related information or the equipment equipped on the player character (in other words, a card 311 that can match the user's play style). Also, when the purpose of "new effect discovery" is given, the generative AI generates a card 311 that is different from the card 311 used by the user indicated by the action-related information (in other words, a card 311 that encourages the user to play in a new play style). Note that the generation unit 214 may determine the purpose to be given to the generative AI as input information by lottery. Further, for example, when generating a card 311 triggered by the user's failure in the game such as when the player character 313 falls, compared to the case of generating a card 311 triggered by the user's success in the game such as stage clear, the probability that the purpose of "new effect discovery" (in other words, information that encourages the generation of an object that encourages play in a new play style) is input as the input information to the generative AI may be higher. Thereby, it becomes possible to encourage a user who has failed to change their play style. Here, a high probability includes cases where the higher probability is 100% or the lower probability is 0%.

[0116] Note that the input information input to the generation AI in each of the name determination process, performance determination process, and image generation process is not limited to the aforementioned information. That is, for example, the name of card 311 may be determined without giving action-related information to the generation AI, or the performance of card 311 may be determined without giving the name of card 311, action-related information, etc. to the generation AI.

[0117] Note that the performance determination process may change the performance determined for card 311 according to the name determined by the name determination process. Specifically, the performance determination process may change the performance (for example, parameters) of card 311 determined based on the user's action-related information according to the name of card 311. For example, the generation unit 214 may give the method of changing the performance of card 311 (for example, the type of parameter to be changed, the amount of change, etc.) to the generation AI as input information with the name of card 311, and cause the generation AI to propose, and change the performance of card 311 based on the proposal. Here, the performance before the change does not have to be determined by the generation AI. Also, the process of changing such performance does not have to be executed at the time of generating card 311. That is, for example, the generation unit 214 may give the method of changing the performance of an object such as an item or character already owned by the user to the generation AI as input information with the name of the card and determine it. Specifically, for example, the game control unit 113 may determine to change (for example, strengthen or evolve) the performance of a predetermined object owned by the user based on a predetermined condition being satisfied in the game. Then, the generation unit 214 may determine the method of changing the performance of the predetermined object (in other words, the performance after the change) based on the name of the predetermined object (for example, by giving the name to the generation AI). Then, the game control unit 113 may change the performance of the predetermined object based on the determination of the generation unit 214.

[0118] (Reflection of User Instructions) In each of the name determination process, the performance determination process, and the image generation process, a process of reflecting a user's instruction on an object that generates the instruction may be performed. In other words, the control unit 110 of the terminal device 10 may receive a user operation (hereinafter referred to as "content instruction operation") that instructs the content (for example, name, performance, or image) of the object to be generated. Then, the generation unit 214 may reflect the user's instruction on the object that generates the instruction based on this content instruction operation. The content instruction operation can also be said to be an operation that instructs the image of the object to be generated, and can also be said to be an operation that instructs the characteristics of the object to be generated.

[0119] The content instruction operation may be an operation of selecting a specific option from a plurality of options, an operation of inputting a character string, or the like.

[0120] Regarding the case where the content instruction operation is an operation of selecting a specific option from a plurality of options, the plurality of options may be a plurality of cards 311. For example, when the game control unit 113 executes the generation process (in other words, when a predetermined condition is satisfied in the game and the generation of the card 311 is determined), the game control unit 113 causes the display unit 18 to display a plurality of cards 311 as a plurality of options. The plurality of cards 311 to be displayed here may be cards 311 held by the user (oneself), may be cards 311 held by other users, or may include both of these. In other words, the plurality of cards 311 to be displayed here may be cards 311 generated by the user (oneself) or other users in the past (in other words, cards 311 generated based on the play (in other words, past actions) of the user or other users). Also, the game control unit 113 may randomly or according to a predetermined rule extract and display a plurality of the cards 311 to be displayed, or may display all the cards 311 held by the user as options.

[0121] Here, as an example, three cards 311, namely card A, card B, and card C, are to be displayed on the display unit 18 and presented to the user. Card A, card B, and card C each have different characteristics (in other words, attributes). Specifically, card A has the attribute of "soft system", card B has the attribute of "strict system", and card C has the attribute of "military general system". And when the user selects any one of card A, card B, and card C, the generation unit 214 inputs the information regarding the selected card 311 into the generation AI as input information in the name determination process, performance determination process, or image generation process. Thereby, the generation AI makes a proposal regarding the name, performance, or image of the newly generated card 311 according to the selected card 311. That is, thereby, the user's instruction is reflected in the newly generated card 311. In other words, the generation unit 214 affects the user's instruction on the generation of the card. For example, when the information regarding the selected card 311 is input as input information in the image generation process, and when card A is selected, an image of a "soft system" character reflecting the characteristics of card A and the like is likely to be proposed as the image of the newly generated card 311. Thereby, it becomes easier for the user to generate the card they want. In other words, if the generation of the card 311 (for example, the generation of an image, etc.) is completely left to the generation AI, there is a possibility that a card 311 not to the user's taste may be easily generated. According to this configuration, such a problem can be prevented. Note that the information regarding the selected card 311 may be input into the generation AI in the form of a character string or in the form of an image. That is, for example, the input information may be a character string indicating the characteristics of the selected card 311, an image of the selected card, or the like. Also, the attributes such as "soft system", "strict system", "military general system", etc. exemplified here may or may not be associated with each card 311 as the attribute of each card 311 and stored in a predetermined storage unit (for example, the storage unit 220).That is, for example, an image of the selected card 311 can be input into the generation AI, and its features can be discriminated by the generation AI and reflected in the newly generated card 311. In this case, the generation AI may discriminate from the image that the selected card 311 is a "card of a soft system character".

[0122] Here, the case where a plurality of options in the content indication operation are objects of the same type as the plurality of cards 311, in other words, the objects to be generated, has been described as an example. However, the plurality of options are not limited to such. For example, each option may be a character string, various images, or the like. That is, each option may be anything that affects the content of the object generated by selection (in other words, something that causes a difference in the content of the object generated by the selected option).

[0123] Next, an example of the case where the content indication operation is an operation of inputting a character string will be described. For example, when executing the generation process (in other words, when a predetermined condition is satisfied in the game and the generation of the card 311 is determined), the game control unit 113 causes the display unit 18 to display an input field for inputting the character string. Then, the control unit 110 receives an input operation of the user who inputs the character string for indicating the content of the object to be generated. The generation unit 214 inputs the input character string into the generation AI as input information in the name determination process, performance determination process, or image generation process. Thereby, the generation AI makes a proposal according to the input character string regarding the name, performance, or image of the object to be newly generated. That is, thereby, the user's instruction is reflected in the newly generated card 311. Specifically, for example, when the input character string is input as input information in the image generation process, if the user inputs "cute character", it can be made easier for an image of a cute character or the like to be proposed as the image of the newly generated card 311.

[0124] In the present embodiment, as shown in FIG. 6, the generation unit 214 determines (or generates) the name of the card 311 based on the action-related information (in other words, the log of the user's actions). Then, the generation unit 214 determines (or generates) the performance of the card 311 based on the name of the card 311 and the action-related information (in other words, the log of the user's actions). In this way, by determining the performance of the card 311 (specifically, the effect generated by using the card 311) based on the name of the card 311, it is possible to prevent a large deviation from occurring between the card name and the performance. Further, the generation unit 214 determines (or generates) the image of the card based on the name of the card 311 and the user's instruction regarding the card to be generated. In this way, by determining the image of the card 311 based on the name of the card 311, it is possible to prevent a large deviation from occurring between the card name and the image of the card (in other words, the appearance). Further, by determining the image of the card 311 based on the user's instruction, it is possible to easily generate the card 311 desired by the user.

[0125] (Processing for inappropriate images) The determination unit 215 performs a determination process of determining whether the image generated by the generation unit 214 (hereinafter referred to as the "generated image") is an inappropriate image.

[0126] Here, inappropriate images may include the following images. That is, inappropriate images may be images that violate public order and good customs. Specifically, inappropriate images may be images that include violent expressions, sexual expressions, antisocial expressions, and the like. Also, inappropriate images may be images that are not suitable for the target age of the game (for example, images that are not suitable for users under 18 years old when the target age of the game is 12 years old or above). Further, inappropriate images may be images that infringe intellectual property rights. In the case of images related to intellectual property rights such as those of the game operator according to this embodiment, it does not constitute an infringement of intellectual property rights, so an image that infringes intellectual property rights can also be said to be an image that infringes the intellectual property rights of others. Note that intellectual property rights refer to rights defined by law regarding patent rights, utility model rights, breeder rights, design rights, copyrights, trademark rights, and other intellectual property, or rights related to interests protected by law. Also, inappropriate images may be images that are the same (or similar) to other images used in the game. Specifically, an image that is the same (or similar) to the card 311 (or various objects such as characters) already existing in the game may be an inappropriate image because problems such as causing confusion or disrupting the worldview of the game may occur.

[0127] Note that in this embodiment, the determination unit 215 determines whether the image of the card 311 generated by the generation unit 214 is an inappropriate image, but the image to be determined is not limited to the image of the card 311. For example, the generation unit 214 may generate, instead of or in addition to the image of the card 311, a background image or the like used in the game based on a predetermined condition being satisfied within the game. Then, the determination unit 215 may determine whether such a background image or the like is an inappropriate image.

[0128] The determination unit 215 may determine whether the generated image is an inappropriate image using the generation AI. Specifically, the determination unit 215 may input the generated image generated by the generation unit 214 into the generation AI and check with the generation AI whether the generated image is an inappropriate image. Then, when the generation AI determines that the generated image is an inappropriate image, the determination unit 215 may determine that the generated image is an inappropriate image. Specifically, the determination unit 215 may inquire of the generation AI whether the generated image violates public order and good customs (in other words, whether it contains expressions that violate public order and good customs), whether the image is inappropriate for users of a specific age group (in other words, whether it contains expressions outside the target age), whether the image infringes intellectual property rights (in other words, whether it contains expressions that conflict with the intellectual property rights of others), or whether it is identical or similar to a specific image, etc. When the generation AI answers that the image violates public order and good customs, or is inappropriate for users of a specific age group, or infringes intellectual property rights, or is identical or similar to a specific image, etc., it may be determined as an inappropriate image. Here, the determination unit 215 may directly input the generated image into the generation AI and check whether the generated image is an inappropriate image. Alternatively, the determination unit 215 may input the generated image into the generation AI, generate text based on the generated image (for example, text indicating the characteristics of the generated image), and then input the text into the generation AI to check whether the generated image is an inappropriate image.

[0129] Further, the determination unit 215 may determine whether the generated image is an inappropriate image using a system (hereinafter referred to as the "inappropriate image determination system") capable of determining whether an image is inappropriate, such as a system that provides a safe search function (in other words, detecting inappropriate content). Note that the inappropriate image determination system may be included in the information processing system 1 of the present embodiment or may be a system related to an external service that provides a safe search function or the like. That is, a system (in other words, a service, AI) capable of determining whether an image violates public order and good customs, infringes intellectual property rights, or is identical or similar to a specific image is publicly known. The determination unit 215 may use such a system to determine whether the generated image is an inappropriate image. Specifically, the determination unit 215 checks with the inappropriate image determination system whether the generated image generated by the generation unit 214 is an inappropriate image, and if the inappropriate image determination system determines that the generated image is an inappropriate image, the determination unit 215 may determine that the generated image is an inappropriate image. Here, the determination unit 215 may directly input the generated image to the inappropriate image determination system to check whether the generated image is an inappropriate image. Alternatively, the determination unit 215 may input the generated image to the generation AI to generate text (for example, text indicating the characteristics of the generated image) based on the generated image, and then input the text to the inappropriate image determination system to check whether the generated image is an inappropriate image.

[0130] As described above, the determination process for determining whether the generated image is an inappropriate image may include a process of converting the generated image into text and a process of determining whether the generated image is an inappropriate image based on the text. As an example, the generation unit 214 inputs the generated image to the generation AI to convert the generated image into text, and if the text includes a specific proper noun (for example, a proper noun related to the intellectual property rights of others (for example, the name of a character that others have intellectual property rights to)), the generation unit 214 may determine that the generated image is an inappropriate image. Here, the generation unit 214 can input the text to the generation AI, the inappropriate image determination system, etc., to check whether the text includes a specific proper noun.

[0131] The determination unit 215 may determine that the generated image is an inappropriate image when the generated image is determined to be inappropriate in light of a list of inappropriate images (in other words, a blacklist) in a predetermined database. Here, the predetermined database may be the database used by the generation AI or the database used by the inappropriate image determination system. Further, the predetermined database may be possessed by the information processing system 1 of the present embodiment. That is, the determination unit 215 may determine that the generated image is an inappropriate image when the generation AI determines that the generated image is inappropriate in light of the blacklist. Further, the determination unit 215 may determine that the generated image is an inappropriate image when the inappropriate image determination system determines that the generated image is inappropriate in light of the blacklist. Further, the determination unit 215 may determine that the generated image is an inappropriate image when the generation AI or the inappropriate image determination system determines that the text obtained by converting the generated image is inappropriate in light of the blacklist. When determining an inappropriate image, the determination unit 215 can input information regarding the blacklist to the generation AI or the inappropriate image determination system.

[0132] The determination unit 215 may determine that the generated image is an inappropriate image when the generated image is not considered appropriate in light of a list of appropriate images (in other words, a white list) in a predetermined database. Here, the predetermined database may be the database used by the generation AI or the database used by the inappropriate image determination system. Further, the predetermined database may be possessed by the information processing system 1 of the present embodiment. That is, the determination unit 215 may determine that the generated image is an inappropriate image when the generation AI does not determine that the generated image is appropriate in light of the white list. Also, the determination unit 215 may determine that the generated image is an inappropriate image when the inappropriate image determination system does not determine that the generated image is appropriate in light of the white list. Further, the determination unit 215 may determine that the generated image is an inappropriate image when the generation AI or the inappropriate image determination system does not determine that the text obtained by converting the generated image is appropriate in light of the white list. When determining an inappropriate image, the determination unit 215 can input information regarding the white list to the generation AI or the inappropriate image determination system. The white list may include, for example, information regarding the company's own intellectual property rights and information regarding intellectual property rights for which permission has been received from others (for example, a list of characters that do not infringe on the intellectual property rights of others even when used in an image). By using such a white list, in the case where the generated image relates to an existing character, etc., it is not uniformly determined as an inappropriate image, and when the generated image relates to a character that the company can use, it is possible to enable the use of the generated image, etc.

[0133] The determination unit 215 determines whether the generated image is an inappropriate image before the card 311 is given to the user. Then, when the generated image is not determined to be an inappropriate image, the game control unit 113 gives the user the card 311 using the generated image that was not determined to be an inappropriate image. That is, in this embodiment, when a predetermined condition is satisfied in the game, a generation process for generating the card 311 is executed, and an image related to the card 311 is generated. However, the game control unit 113 gives the user the card 311 of the said image after confirming that the generated image is not an inappropriate image. Further, when the generated image is determined to be an inappropriate image, the generation unit 214 replaces the generated image determined to be an inappropriate image with another image. Specifically, the generation unit 214 causes the generation AI to execute again a proposal of an image of the card 311 based on the name of the card 311. In other words, the generation unit 214 causes the generation AI to regenerate the image of the card 311. Then, the determination unit 215 determines whether the regenerated generated image is an inappropriate image. When the regenerated generated image is not determined to be an inappropriate image, the game control unit 113 gives the user the card 311 using the regenerated image. That is, the process of determining whether the generated image is an inappropriate image and the process of replacing the image when it is determined to be inappropriate may be executed as part of the generation process.

[0134] Note that the determination unit 215 may determine whether the generated image related to the card 311 is an inappropriate image after the card 311 is given to the user. And when it is determined that the generated image used for the card 311 given to the user is an inappropriate image, the game control unit 113 may replace the image used for the card 311 with another image. Specifically, when it is determined that the image of the card 311 given to the user is an inappropriate image, the generation unit 214 causes the generation AI to execute a proposal for the image of the card 311 based on the name of the card 311 again. In other words, the generation unit 214 causes the generation AI to regenerate the image of the card 311. Then, the game control unit 113 replaces the image of the card 311 with the regenerated image regenerated from the generated image determined to be inappropriate. That is, in the present embodiment, when a predetermined condition is satisfied in the game, a generation process for generating the card 311 is executed and an image related to the card 311 is generated. However, after the game control unit 113 gives the card 311 to the user (in other words, after the user can use the card 311 in the game), if it is determined that the image is an inappropriate image, the image of the card 311 owned by the user may be replaced with a different image. Note that in such a configuration, even before the card 311 is given to the user, a determination as to whether the image related to the card 311 is an inappropriate image and a process of replacing the image related to the card 311 with another image in the case of an inappropriate image may be executed.

[0135] Further, when replacing the image of the card 311 based on the determination that the image of the card 311 is an inappropriate image, the performance of the card 311 is not changed. That is, first, in the generation process, an image generation process and a performance determination process are executed to generate the card 311. Then, when the generated image generated by the image generation process is determined to be an inappropriate image, the image generation process is performed again, and the newly generated generated image is replaced as the image of the card 311. At this time, the performance determination process is not executed again, and the already determined performance is used as it is. Also, after the card 311 is given to the user, in the configuration where it is determined whether the image is inappropriate and the image is replaced, similarly, the performance of the card 311 already given and owned by the user is not changed, and the image of the card 311 is replaced with the newly generated image.

[0136] However, when replacing the image of the card 311 based on the determination that the image of the card 311 is an inappropriate image, the performance of the card 311 may be changed. That is, for example, when the image generation process is performed again and the newly generated generated image is replaced as the image of the card 311, the generation unit 214 may execute the performance determination process again and re-determine the performance. Also, after the card 311 is given to the user, in the configuration where it is determined whether the image is inappropriate and the image is replaced, the game control unit 113 may change the performance (in other words, parameters) of the card 311 already owned by the user along with the replacement of the image of the card 311. Here, the method of changing the performance of the card 311 (in other words, the performance after the change) may be determined by the generation unit 214 using, for example, a generation AI.

[0137] As described above, in this embodiment, the determination unit 215 determines whether the generated image generated by the image generation process satisfies a predetermined condition. When the predetermined condition is satisfied, the generated image is replaced with another image. On the other hand, when the predetermined condition is not satisfied, the generated image is not replaced, and the generated image is used in the game. For example, when the predetermined condition is not satisfied, the user is made to own the object using the generated image.

[0138] Next, with reference to FIG. 7, an example of the process related to the generation of an object using the generation AI will be described.

[0139] First, based on the satisfaction of a predetermined condition in the game, the game control unit 113 determines to execute the generation process (step S101). Specifically, for example, based on the clearance of the stage, the game control unit 113 determines to generate the card 311.

[0140] Next, the game control unit 113 instructs the generation unit 214 to start the generation process (step S102).

[0141] Next, based on the instruction to start the generation process, the generation unit 214 starts the generation process. Specifically, based on the instruction to start the generation process, the generation unit 214 performs a name determination process of determining the name of the card by giving information on the user's past actions in the game (in other words, action-related information) to the generation AI (step S103).

[0142] Also, the generation unit 214 performs a performance determination process of determining the performance of the card 311 by giving the name determined by the name determination process and information on the user's past actions in the game (in other words, action-related information) to the generation AI (step S104).

[0143] Also, the generation unit 214 performs an image generation process of generating an image of the card 311 by giving the name determined by the name determination process to the generation AI (step S105).

[0144] Next, the determination unit 215 determines whether the image generated by the image generation process is an inappropriate image (step S106).

[0145] When the image generated by the image generation process is determined to be an inappropriate image (YES in step S106), the generation unit 214 performs again the image generation process of giving the name determined by the name determination process to the generation AI and generating the image of the card 311 (step S105). At this time, the generation unit 214 replaces the image generated by the previous image generation process with the newly generated image.

[0146] When the image generated by the image generation process is not determined to be an inappropriate image (NO in step S106), the generation unit 214 generates the card 311 based on the name determined by the name determination process, the performance determined by the performance determination process, and the image generated by the image generation process (step S107). In other words, the generation unit 214 generates the card 311 having the name determined by the name determination process, the performance determined by the performance determination process, and the pattern generated by the image generation process.

[0147] Next, the game control unit 113 adds the generated card 311 to the candidates for the card 311 to be acquired by the user (step S108). Specifically, the game control unit 113 adds the card 311 generated by the generation unit 214 to the acquirable card list.

[0148] Also, based on the fact that a predetermined condition related to the acquisition of the card 311 is satisfied during the progress of the play, the game control unit 113 gives a specific card 311 to the user from among the candidates for the card 311 to be acquired by the user (in other words, the card 311 included in the acquirable card list) (step S109). When the card 311 generated by the generation unit 214 is selected as the specific card, the user acquires and owns the card 311 generated by the generation unit 214.

[0149] Note that the determination unit 215 may determine whether the generated card 311 is an inappropriate image with respect to the image of the card 311 after the generated card 311 is added to the acquirable card list (in other words, after step S108) or after it is given to the user (in other words, after step S109). Then, when it is determined that the generated image used for the card 311 given to the user or the card 311 added to the acquirable card list is an inappropriate image, the game control unit 113 may replace the image of the card 311 with another image (for example, an image generated by the generation unit 214 using the generation AI based on the determination that it is an inappropriate image).

[0150] Note that the action-related information used in the name determination process and the performance determination process may include information regarding the use of the card 311 generated by the generation process by the user. According to such a configuration, the use of the object generated in the previous generation process is reflected in the object generated in the subsequent generation process, and it becomes possible to realize a game property such that the generated object gradually evolves. Also, in a game like the game of this embodiment, when one play ends and the next play starts, in a game where the next play starts in a state where a predetermined object such as the card 311 acquired in the previous play is lost, regarding the list of acquirable objects, by starting the next play while inheriting the list, it becomes possible to realize a new game property not found in similar games.

[0151] Note that in this embodiment, the object generated by the generation process is added to the candidates for the object to be acquired by the user. However, the generated object may be directly given to the user instead of being added to the candidates. That is, for example, when the card 311 is generated by the generation process, the game control unit 113 may give the generated card 311 to the user at the timing of generation. For example, based on the determination that the card 311 is to be given to the user, the game control unit 113 may start the generation process for generating the card 311 to be given and give the generated card 311 to the user.

[0152] The configuration according to this embodiment may be applied to any game including, for example, action games, shooting games, role-playing games, adventure games, card games, racing games, puzzle games, music games, and simulation games. The configuration according to this embodiment may also be applied to games in which users can play against each other or cooperate with each other (in other words, games in which multiplayer is possible). The configuration according to this embodiment may also be applied to services other than games (in other words, applications).

[0153] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The present invention can also be applied to services other than games. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0154] <Additional Notes> The configuration of this embodiment may be used, for example, to improve the interest of a service. The matters described in the above embodiment may also be described as follows.

[0155] (Appendix 1-1) Computer, functioning as a generating means (e.g., the generating unit 214) for generating objects that can be used by users in the game; The generating means includes: determining a name for the object using AI; and determining the performance of the object based on the determined name. program. According to such a configuration, since the performance of the object is determined based on the name of the object, it is possible to prevent a large deviation from occurring between the name and the performance of the generated object, and the interestingness of the game can be enhanced.

[0156] (Appendix 1-2) The generating means causes the instruction of the user regarding the object to be generated to be reflected in the object to be generated The program described in Appendix 1-1. According to such a configuration, the instruction of the user comes to be reflected in the object to be generated, and the interestingness of the game can be improved.

[0157] (Appendix 1-3) The generating means executes a process of giving information on the user's past actions in the game to AI to determine the name of the object, and a process of giving the determined name and information on the user's past actions in the game to AI to determine the performance of the object, and at least part of the information on past actions used for determining the name is different from the information on past actions used for determining the performance The program described in Appendix 1-1. According to such a configuration, the user's actions in the game come to affect the generated object, and the interestingness of the game can be improved. Further, since the past actions that affect the determination of the name are different from the past actions that affect the determination of the performance, the relationship between the user's actions and the generated object can be diversified, and the interestingness of the game can be improved.

[0158] (Appendix 1-4) The generating means determines the name of the object by causing AI to extract an option to be adopted from a plurality of prepared options The program described in any one of Appendices 1-1 to 1-3. According to such a configuration, it becomes possible for game operators, developers, etc. to control the name of the generated object.

[0159] (Appendix 1-5) An information processing system comprising generation means for a user to generate an object usable in the game, wherein the generation means (for example, generation unit 214) performs a process of determining the name of the object using AI, and a process of determining the performance of the object based on the determined name. According to such a configuration, the same operational effects as the program described in Appendix 1-1 can be achieved.

[0160] (Appendix 2-1) A program that causes a computer to function as generation means (for example, generation unit 214) for generating an image to be used in the game using AI based on a predetermined condition being satisfied in the game, and determination means (for example, determination unit 215) for determining whether the generated image generated by AI is an inappropriate image. By having AI generate an image, it becomes possible to provide the pleasure of generating new images, or to increase the variety of images appearing in the game without the development side having to prepare a large number of images in advance. This improves the appeal of the game. On the other hand, when having AI generate an image, there is a possibility that AI may generate an inappropriate image. If such an image is used in the game, it may give users an unpleasant feeling or reduce the appeal of the game. According to this configuration, it is possible to determine whether the image generated by AI is an inappropriate image, so that such problems can be prevented using the determination result, and the appeal of the game can be enhanced.

[0161] (Appendix 2-2) Inappropriate images include at least one of images that violate public order and good customs or images that infringe intellectual property rights. The program described in Appendix 2-1. According to such a configuration, it is possible to detect such images so that socially inappropriate images are not used unintentionally.

[0162] (Appendix 2-3) The determination means When the generated image is determined to be inappropriate in light of the list of inappropriate images in a predetermined database, or when it is not determined to be appropriate in light of the list of appropriate images in a predetermined database, in at least one of these cases, the generated image is determined to be an inappropriate image. The program described in Appendix 2-1. According to such a configuration, it is possible to determine whether the generated image is inappropriate based on clear or unique criteria.

[0163] (Appendix 2-4) The generated image is an image used for a predetermined object that can be owned by a user in the game, Cause the computer to function as game control means for causing the user to own the predetermined object using the generated image. The program described in any one of Appendices 2-1 to 2-3. According to such a configuration, it is possible to determine whether the image used for the object that can be owned by the user is inappropriate.

[0164] (Appendix 2-5) The determination means determines whether the generated image related to the predetermined object is an inappropriate image before the predetermined object is given to the user, When the generated image is not determined to be an inappropriate image, the game control means gives the user the predetermined object using the generated image that was not determined to be an inappropriate image. The program described in Appendix 2-4. According to such a configuration, it is possible to pre-determine whether an image used for an object that can be owned by a user is an inappropriate image. Therefore, it is possible to prevent an object using an inappropriate image from being given to the user.

[0165] (Appendix 2-6) Cause a computer to function as replacement means (for example, the generation unit 214 or the game control unit 113), The determination means determines whether the generated image related to the predetermined object is an inappropriate image after the predetermined object is given to the user, When it is determined that the generated image used for the predetermined object given to the user is an inappropriate image, the replacement means replaces the image used for the predetermined object given to the user with another image The program described in Appendix 2-4. According to such a configuration, when the image used for an object given to a user is an inappropriate image, it is possible to prevent the inappropriate image from being continuously used.

[0166] (Appendix 2-7) Cause a computer to function as replacement means, When it is determined that the generated image is an inappropriate image, the replacement means replaces the image used for the predetermined object with another image without changing the performance of the predetermined object The program described in Appendix 2-4. According to such a configuration, when the image of an object is inappropriate, it is possible to replace only the image while maintaining the performance of the object.

[0167] (Appendix 2-8) Based on the satisfaction of predetermined conditions in the game, generation means (for example, the generation unit 214) that generates an image used in the game using AI, Determination means (for example, determination unit 215) for determining whether a generated image generated by AI is an inappropriate image, and An information processing system. According to such a configuration, the same operational effects as those of the program described in Supplementary Note 2-1 can be achieved.

[0168] Note that the problem-solving means configured by the above-described program (for example, each configuration described in the supplementary note, etc.) can be appropriately diverted to an apparatus, a system, a method, a medium, etc.

Explanation of Signs

[0169] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 213 Data management unit, 214 Generation unit, 215 Determination unit, 220 Storage unit

Claims

1. A computer, Based on a predetermined condition being satisfied in the game, a generation means for generating an image used in the game using AI, A determination means for determining whether the generated image generated by the AI is an inappropriate image, A game control means for causing the user to own a predetermined object using the generated image, Functioning as a replacement means, The determination means determines whether the generated image related to the predetermined object is an inappropriate image after the predetermined object is given to the user, When it is determined that the generated image used for the predetermined object given to the user is an inappropriate image, the replacement means replaces the image used for the predetermined object given to the user with another image Program.

2. When it is determined that the generated image used for the predetermined object given to the user is an inappropriate image, the replacement means replaces the image used for the predetermined object with another image without changing the performance of the predetermined object The program according to claim 1.

3. Based on a predetermined condition being satisfied in the game, a generation means for generating an image used in the game using AI, A determination means for determining whether the generated image generated by the AI is an inappropriate image, A game control means for causing the user to own a predetermined object using the generated image, Comprising a replacement means, The determination means determines whether the generated image related to the predetermined object is an inappropriate image after the predetermined object is given to the user, When it is determined that the generated image used for the predetermined object given to the user is an inappropriate image, the replacement means replaces the image used for the predetermined object given to the user with another image Information processing system.

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