Program and System
The system generates backstory and names for game items based on rarity and IP association, addressing the lack of engagement in games by enhancing item value and uniqueness, thereby maintaining player interest.
Patent Information
- Application Number
- JP2024095967
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-13
- Publication Date
- 2025-07-17
- Estimated Expiration
- 2044-06-13
AI Technical Summary
Existing systems fail to maintain player motivation and interestingness in games by simply providing high-rarity items, lacking engaging backstory and differentiation for items associated with specific IPs.
A computer system generates backstory and name for game items using a pre-trained learned model, where the input of item information is conditional on the item's rarity and association with specific IPs, enhancing the value and uniqueness of these items.
This approach increases player engagement by providing unique and valuable backstory and names for high-rarity items, maintaining motivation and enhancing the perceived value of items associated with specific IPs.
Smart Images

Figure 0007710074000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, a technique for NFT (Non-Fungible Token) -izing items in a game has been known (see, for example, Patent Document 1). This can give players the motivation to acquire items with high rarity value.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to improve the interestingness.
Means for Solving the Problems
[0005] To solve the above problems, the program according to the present invention causes a computer to function as generation means for generating a second item obtained by using a first item with a pre-trained learned model. Backstory When the value of the second item satisfies the first condition and the first item is not associated with a specific IP, the generation means generates the backstory without inputting the information related to the first item into the learned model. When the value of the second item satisfies the second condition and the first item is associated with a specific IP, the generation means inputs the information related to the first item into the learned model to generate the backstory.
Effects of the Invention
[0006] According to the present invention, the interestingness is improved.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, the system 1 according to the embodiment will be described with reference to the drawings. It should be noted that the embodiments of the present invention described below show an example when embodying the present invention, and do not limit the scope of the present invention to the scope of the description of the embodiments. Therefore, the present invention can be implemented with various modifications to the embodiments.
[0009] [Overview of System 1] FIG. 1 is a diagram showing an overview of system 1 according to the present embodiment. As shown in FIG. 1, system 1 mainly includes a game server 10, an AI server 16, and a plurality of user terminals 20. Although three user terminals 20 are illustrated in FIG. 1, the number of user terminals 20 included in system 1 is not limited to this. The game server 10, the AI server 16, and the user terminals 20 are connected so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and for example, it is composed of the Internet, a mobile communication system (for example, 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.
[0010] System 1 according to the present embodiment is a game system that realizes a game on the user terminal 20. Hereinafter, a user who operates the user terminal 20 to play a game is referred to as a "player". Also, the player of the user terminal 20A is referred to as "player A", the player of the user terminal 20B is referred to as "player B", and the player of the user terminal 20C is referred to as "player C".
[0011] The game realized by system 1 is, for example, an online game in which the game server 10 and a plurality of user terminals 20 communicate with each other and progress synchronously on each of the plurality of user terminals 20. However, the game may be an offline game that is completed on one user terminal 20. As an example, the game realized by system 1 may be a cooperative game in which a plurality of players cooperate to achieve a goal (for example, moving to a destination, defeating an enemy character, obtaining an item). As another example, the game realized by system 1 may be a battle game in which a plurality of players battle against each other.
[0012] In addition, the game realized by system 1 progresses, for example, in a three-dimensional virtual space. More specifically, the game realized by system 1 progresses by operating an avatar in the virtual space. Note that the game realized by system 1 is not limited to progressing entirely in a three-dimensional virtual space, and part of it may progress in a two-dimensional space (for example, a selection screen for icons and commands). Also, the game realized by system 1 is not limited to progressing in a three-dimensional virtual space and may progress on a two-dimensional plane.
[0013] Note that the game is an example of a "service" that provides content to the user. However, the specific examples of services are not limited to games, and it may also be a VR (Virtual Reality) space where multiple players communicate via avatars.
[0014] [Configuration of Game Server 10] Figure 2 is a hardware configuration diagram of game server 10. Game server 10 realizes an online game by synchronizing the game information of each of the plurality of user terminals 20. Game server 10 is realized by a general-purpose computer such as a workstation or a personal computer, for example. As shown in Figure 2, game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of game server 10 is connected to a communication bus 19.
[0015] Processor 11 realizes the processing described later by executing a series of instructions included in server program 13P stored in memory 12 or storage 13. Processor 11 is realized as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other devices.
[0016] Memory 12 temporarily holds the server program 13P and data (information). The server program 13P is loaded from, for example, storage 13. The data includes the data input to the game server 10 and the data generated by the processor 11. For example, memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0017] Storage 13 permanently holds the server program 13P and data. Storage 13 is realized as, for example, a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. Also, storage 13 may be realized as a detachable storage device such as a memory card. As another example, instead of being built into the game server 10, storage 13 may be connected to the game server 10 as an external storage device. With such a configuration, for example, in a scenario where a plurality of user terminals 20 are used, such as in an amusement facility, it becomes possible to batch-update the server program 13P and data.
[0018] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, and a sensor to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a USB (Universal Serial Bus), a DVI (Digital Visual Interface), an HDMI (registered trademark) (High-Definition Multimedia Interface), or other terminals.
[0019] The communication interface 15 communicates with other devices (e.g., AI server 16, user terminal 20) connected to the communication network 2. The communication interface 15 is implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), NFC (Near Field Communication), etc.
[0020] [Configuration of AI Server 16] The AI server 16 is realized by a general-purpose computer such as a workstation or a personal computer, for example. The AI server 16 realizes an AI (Artificial Intelligence) 16 including a learned model. As an example, the AI server 16 may be equipped with a dedicated AI optimized for the game provided by the game server 10. At this time, the game server 10 and the AI server 16 may be realized by one piece of hardware. As another example, the AI server 16 may be equipped with a general-purpose AI that can be utilized for various applications. Since the configuration of the AI 16 is already well-known, detailed description thereof is omitted, but it is configured as follows, for example.
[0021] Figure 3 is a conceptual diagram of the learning process (A) and generation process (B) by the AI 16. Figure 4 is a diagram showing the neural network 18 that realizes the AI 16. The AI 16 installed in the AI server 16 is a so-called "generative AI" that processes input data to generate output data. And the AI 16 executes the learning process shown in Figure 3(A) and the generation process shown in Figure 3(B). Also, the AI 16 generates output data from the input data using, for example, the neural network 18 shown in Figure 4.
[0022] As shown in FIG. 3(A), the AI 16 includes a learning model 17a. The learning model 17a refers to the neural network 18 before the learning process is performed. Then, the learning model 17a becomes a learned model 17b by learning data including input data and correct answer data. The input data refers to the data input to the AI 16. The correct answer data refers to the data that should be output when the input data is input. By inputting a plurality of learning data into the learning model 17a, the neural network 18 is optimized as described later and becomes a learned model 17b.
[0023] Also, as shown in FIG. 3(B), the learned model 17b generates and outputs output data by inputting input data into the neural network 18. The input data and the output data may be data in any format, such as text format, image format, or audio format. Also, the input data and the output data may be data in different formats. On the other hand, the format of the correct answer data is the same as the format of the output data.
[0024] Note that the learning process shown in FIG. 3(A) may be executed not only for the learning model 17a but also for the learned model 17b. Also, the AI 16 does not necessarily need to learn using the input data and the correct answer data actually used in the present invention, and may learn using general-purpose learning data. Furthermore, the learning process executed by the AI 16 is not limited to "supervised learning" that inputs input data and correct answer data, and may be "unsupervised learning" that does not input correct answer data, or may execute reinforcement learning, transfer learning, or the like.
[0025] As shown in FIG. 4, the neural network 18 of the learning model 17a or the learned model 17b includes an input layer L1 composed of a plurality of nodes I1, I2, I3, an intermediate layer L2 composed of a plurality of nodes H1, H2, H3, H4, H5, and an output layer L3 composed of a plurality of nodes O1, O2, O3. In the example of FIG. 4, the number of nodes in the input layer L1 and the output layer L3 is the same, but the number of nodes in the input layer L1 and the output layer L3 may be different. Further, the neural network 18 may have a plurality of intermediate layers L2. Furthermore, FIG. 4 shows a fully connected neural network 18 in which a plurality of nodes constituting each of the layers L1, L2, L3 are connected to all the nodes in the adjacent layers, but the structure of the neural network 18 is not limited to this.
[0026] Then, the learning process is a process of adjusting the weight coefficients and biases of each node so that the correct data is output from the output layer L3 when the input data is input to the input layer L1. The generation process is a process of generating output data by processing the input data input to the input layer L1 using the weight coefficients and biases adjusted in advance for each node, and outputting the output data from the output layer L3.
[0027] However, the specific example of the processing by the aforementioned AI16 is just an example, and various well-known methods can be adopted in the AI server 16. As another example, the AI16 may have a network structure such as a CNN (Convolutional Neural Network). As still another example, the network structure may have a configuration such as an LLM (Large Language Model), an RNN (Recurrent Neural Network), or an LSTM (Long Short-Term Memory). That is, the AI16 may have a network structure other than deep learning.
[0028] [Configuration of User Terminal 20] The user terminal 20 is realized as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, a desktop computer, or the like. In the present embodiment, as shown in FIG. 1, an example of the user terminal 20 as a tablet terminal will be described.
[0029] FIG. 5 is a hardware configuration diagram of the user terminal 20. As shown in FIG. 5, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, a position sensor 42, and an operation device 43 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0030] The configurations of the processor 21, the memory 22, the storage 23, and the communication IF 25 are common to the processor 11, the memory 12, the storage 13, and the communication IF 15 of the game server 10. Further, the storage 23 stores a terminal program 23P.
[0031] The monitor 31 is provided, for example, on the surface of a flat housing as shown in FIG. 1. The monitor 31 is a display device (display unit) that displays an image or video. The camera 33 is attached to the surface of the flat housing and is a so-called in-camera that captures the face of the user who views the monitor 31. The camera 34 is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and is a so-called out-camera that captures the surroundings.
[0032] The microphone 35 converts the speech of the user into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into speech and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.
[0033] The motion sensor 41 detects the motion of the housing (for example, rotation around three axes orthogonal to each other). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, a vibration sensor, or an acceleration sensor.
[0034] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is held by the user, the position of the user terminal 20 corresponds to the position of the user who holds the user terminal 20. The position sensor 42 outputs information indicating the current location (hereinafter referred to as "current location information") by, for example, acquiring a signal from GPS (Global Positioning Satellite). Although a specific example of the current location information is not particularly limited, it may be, for example, a combination of the latitude and longitude of the current location. The user terminal 20 may calculate the number of steps, the moving distance, and the moving direction of the user by using the detection results of the motion sensor 41 and the position sensor 42. Note that the position of the user may be specified by using the value detected by an external device (sensor). For example, it is conceivable to use the detection results of a photographing device or a position sensor (such as an infrared sensor) arranged in a building. Further, if the user owns a plurality of terminals (devices) and shares the detection results of the sensors of the devices with each other, the position of the user may be specified.
[0035] The operation device 43 receives an input (operation) of an instruction from the user to the user terminal 20. The operation device 43 is, for example, a touch panel that is superimposed on the monitor 31 and receives various touch operations by the user. That is, the monitor 31 according to the present embodiment is a touch panel type display unit. As another example, the user terminal 20 may include a controller having buttons, an operation stick, or the like as the operation device 43.
[0036] [Function blocks of the game server 10] FIG. 6 is a functional block diagram of the game server 10. As shown in FIG. 6, the server program 13P loaded in the memory 12 causes the game server 10 (computer) to function as a progress means (acquisition means) 110, a determination means 120, and a generation means 130.
[0037] The progress means 110 causes a game to progress on the user terminal 20 by communicating with the user terminal 20 through the communication IF15. More specifically, the progress means 110 synchronizes the games progressing on each of the plurality of user terminals 20 by relaying game information (for example, item information, field information, avatar information, situation information, detailed information, explanatory information) among the plurality of user terminals 20.
[0038] In addition, the progress means 110 causes the player to obtain a pickaxe as an item used by the avatar in the game. The pickaxe, which is an example of the first item, is a tool used to obtain a gemstone (more specifically, a raw gemstone O), which is an example of the second item. However, the specific example of the first item is not limited to the pickaxe, and any item that can mine a mine, such as a scoop, a crusher, a heavy machine, or dynamite, is applicable. Also, the first item corresponds to any item (for example, a tool, etc.) used to obtain the second item according to the type of the second item (for example, furniture) to be obtained.
[0039] The pickaxe includes, for example, a standard pickaxe and a special pickaxe. The standard pickaxe is an example of the first item that does not have a specific attribute. The special pickaxe is an example of the first item that has a specific attribute. The "specific attribute" refers to, for example, a specific (typically, external to the company) IP (Intellectual Property). Hereinafter, an example of a professional sports team (for example, baseball, soccer, basketball) will be used to explain as an example of the IP, but the specific example of the IP is not limited thereto. Other examples of the IP include content (for example, anime, movie, music, illustration, character), products (for example, automobile, apparel, jewelry), and the like. Also, the "specific attribute" is not limited to the IP, and may be a game commemoration (for example, anniversary), etc.
[0040] A standard pickaxe is an item that anyone can obtain by consuming items (e.g., in-game currency, real currency) in the game. Also, the standard pickaxe is an item whose quantity is not limited, for example. Also, the standard pickaxe is an item with a lower rarity value compared to special pickaxes, for example. Furthermore, the standard pickaxe is an item with simple decoration compared to special pickaxes, for example.
[0041] A special pickaxe is an item associated with a professional sports team (so-called collaboration item), for example. Also, the special pickaxe is an item obtained by entering an item code issued by a player who has obtained the right by lottery and paid a consideration (e.g., real currency, virtual currency) in the game. Also, the special pickaxe is an item with a limited quantity. Also, the special pickaxe is an item with a higher rarity value compared to the standard pickaxe. Furthermore, the special pickaxe is an item with elaborate decoration (e.g., painted in team colors) compared to the standard pickaxe.
[0042] Thus, the standard pickaxe and the special pickaxe are items that mainly differ in value as a collection. In other words, the standard pickaxe and the special pickaxe are items that mainly differ in appearance (looks) displayed on the monitor 31. However, the features that can distinguish the standard pickaxe and the special pickaxe are not limited to the above examples. As another example, the standard pickaxe and the special pickaxe may have different acquisition methods (described later). As yet another example, a special pickaxe may come with a skin (e.g., uniform) that an avatar can wear, while such a privilege may not be given to the standard pickaxe.
[0043] On the one hand, the standard pickaxe and the special pickaxe may have the same status in the game, for example, the status such as the mining speed, durability, and the probability of obtaining the raw gemstone O. That is, the progress means 110 may make the difficulty of obtaining gemstones (i.e., the difficulty of the game) the same whether a standard pickaxe or a special pickaxe is used. However, the status may be changed with the standard pickaxe and the special pickaxe. Furthermore, there may be multiple types of standard pickaxes (or special pickaxes) with different statuses prepared in the game.
[0044] Also, in the process of advancing the game on the user terminal 20, the progress means 110 causes the player to obtain gemstones (more specifically, the raw gemstone O) using a pickaxe. More specifically, the progress means 110 causes the avatar to mine a mine placed in the field F with a pickaxe, and as a result, grants the player the raw gemstone O (i.e., the player obtains the raw stone O).
[0045] The gemstone (raw stone O) is an example of a second item that can be obtained using the first item. However, the specific examples of the second item are not limited to gemstones, and include all items that can be obtained in the game, such as the avatar's skin, vehicles (e.g., cars, motorcycles, bicycles), equipment in battle games (e.g., weapons, armors, accessories), tools in sports games (e.g., golf clubs, tennis rackets), and furniture in sandbox games (e.g., beds, tables, wallpapers).
[0046] Furthermore, the progress means 100 generates situation information in the process of advancing the game. The situation information is information indicating the situation when a gemstone (more specifically, the raw gemstone O) is obtained. The situation information includes, for example, the mining date of the raw stone O, the miner of the raw stone O, the location of the raw stone O, the weather of the field F at the time when the raw stone O is mined, the type of pickaxe used to mine the raw stone O, and the like. However, the items included in the situation information are not limited to these, and may include all items indicating the situation of the game, the field F, and the avatar when the raw stone O is obtained (e.g., the elapsed time from the start of mining to the discovery of the raw stone O, the number of players mining).
[0047] The determination means 120 determines the detailed information of the gemstone obtained by the progress means 110 for the player and generates the detailed information. The detailed information is, for example, an image of the appearance of the gemstone, the type of gemstone (e.g., diamond, ruby), the size and weight of the gemstone (e.g., carat), the quality of the gemstone (e.g., accessory quality, jewelry quality, gem quality), and the type of cut (e.g., round brilliant cut, oval cut, princess cut). However, the items included in the detailed information are not limited to these, and may include any item for identifying the item (e.g., appearance, function, property).
[0048] Note that the determination means 120 may determine a plurality of items included in the detailed information (e.g., an image of the appearance of the gemstone, the type of gemstone, the size and weight of the gemstone, the quality of the gemstone, the type of cut) either simultaneously or at different timings. As an example, the determination means 120 may first determine the image and type of the appearance of the gemstone among the detailed information, and then determine the other items later. As another example, the determination means 120 may first determine the size and weight and quality of the gemstone, and then determine the other items later. However, the order and timing of determining the detailed information are not limited to the above examples.
[0049] The generation means 130 causes the AI server 16 to generate the explanatory information of the gemstone acquired by the player. The explanatory information is information for explaining the gemstone. The explanatory information includes, for example, the name of the gemstone and the backstory of the gemstone. More specifically, the explanatory information includes at least the name. In addition, the explanatory information may include the backstory in addition to the name. However, the specific examples of the explanatory information are not limited to these.
[0050] The name of the gemstone is a proper noun for identifying the gemstone. The backstory is information including the situation in which the gemstone (raw stone O) was obtained, the origin of the name of the gemstone, the characteristics of the gemstone, etc. Also, the backstory may be, for example, text, an image (video), audio, or a combination of these.
[0051] The name of the gemstone is, for example, text of about 1 to 10 words (more preferably, 2 to 5 words). The backstory includes, for example, text of about 20 to 500 words (more preferably, 100 to 200 words). That is, the number of words constituting the name is less than the number of words constituting the backstory. In other words, the name is a proper noun that simply represents the gemstone, and the backstory is a passage that represents the background of the gemstone.
[0052] The generation means 130 inputs various information in the game into the learned model 17b, for example, to generate explanatory information. More specifically, the generation means 130 inputs at least a part of the situation information generated by the progress means 110, the detailed information generated by the determination means 120, and the item information of the picker used to obtain the gemstone (raw stone O) into the learned model 17b to generate explanatory information. The generation means 130 according to the present embodiment generates the name and the backstory separately (that is, with different prompts) in the learned model 17b. However, the generation means 130 may generate the name and the backstory simultaneously (that is, with one prompt) in the learned model 17b.
[0053] [Details of the game realized by System 1] FIG. 7 is a typical flow of the game realized by System 1. FIG. 8 is an example of the item information of the standard picker (A) and the special picker (B). FIG. 9 is an example of the field information (A), the situation information (B), and the detailed information (C). FIG. 10 is an example screen of the mining screen. FIG. 11 is an example screen of the polishing screen (A) and the gemstone details screen (B). FIG. 12 is an example of the story screen and the explanatory information. Note that FIG. 7 shows a typical progress of the game and is not limited to always progressing in this order. Also, some of steps S11 to S17 in FIG. 7 may be executed in parallel.
[0054] The system 1 according to this embodiment provides a game in which, for example, items (e.g., rough gemstones O) are acquired in a field F where a mine is located, the acquired items are processed (e.g., the rough stones O are polished to generate gems), and the processed items (e.g., gems) are collected, displayed, and bought and sold. More specifically, the system 1 according to this embodiment is a game in which an avatar is operated (e.g., moved, excavated) in the field F shown in FIG. 7 to acquire rough stones O (i.e., achieve one of the game objectives). In this specification, the rough stones O and the gems generated from the rough stones O are described as the same "second item".
[0055] The "field F" is, for example, a three-dimensional virtual space that serves as the stage of the game. That is, the field F is a space where the avatar can operate. In the field F according to this embodiment, at least a mine containing rough stones O is arranged. In addition, trees, buildings, rivers, ponds, etc. may be further arranged in the field F.
[0056] The "avatar" is, for example, a three-dimensional object with a three-dimensional coordinate and a solid shape. The avatar is the player's alter ego that moves in the field F according to the player's operation through the operating device 43. However, the specific example of the avatar is not limited to having a human form, and may be an animal, a monster, a robot, a vehicle, etc.
[0057] Hereinafter, the game will be described centering on the user terminal 20A. The avatar operated by the player A is denoted as "avatar A". Among the plurality of avatars displayed on the user terminal 20A, the avatar A operated by the player A of the user terminal 20A is denoted as the "own avatar", and the avatars B and C operated by other players B and C are denoted as "other avatars". Further, the name of the player A (avatar A) in the game is "Amanda".
[0058] The server program 13P causes the game server 10 (an example of a computer) to execute the following processing, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following processing, so that the game progresses synchronously on a plurality of user terminals 20. The game server 10 and the user terminal 20 identify the account used by the user before proceeding with the game, and proceed with the game using the identified account. When a plurality of accounts are selectable, the game server 10 and the user terminal 20 identify the account to proceed with among the plurality of accounts and then proceed with the game. Hereinafter, the server program 13P (terminal program 23P) causing the game server 10 (user terminal 20) to execute the processing will be simply described as "the game server 10 (user terminal 20) executes the processing".
[0059] First, the user terminal 20A causes player A to acquire a picker (S11). As an example, the user terminal 20A gives a standard picker to player A by having player A consume an item (e.g., in-game currency, real currency) in the game. As another example, the user terminal 20A gives a special picker to player A by having player A input an item code acquired in advance in the game. The game server 10 (progress means 110) stores the item information of the picker acquired by player A in the storage 13 in association with the account of player A.
[0060] The item information is information related to an item in the game (e.g., a picker). Information related to an item can include all information associated with the item in the game, such as the appearance of the item, the attributes of the item, the status of the item, the background (backstory) of the item, and so on.
[0061] The item information of the standard picker includes a plurality of items (e.g., picker name, creator, acquisition date and time), as shown in FIG. 8(A) for example. On the other hand, the item information of the special picker includes, in addition to the items shown in FIG. 8(A), a further plurality of items (e.g., team name, home base, player name, back number), as shown in FIG. 8(B) for example. That is, the item information of the special picker includes information of the professional sports team that collaborates. However, the specific examples of the item information of the standard picker and the special picker are not limited to the examples in FIG. 8. Also, the game server 10 may allow player A or other players B and C to view the item information of the picker acquired by player A.
[0062] In the example of FIG. 8(B), the team name "ABC" is the name of the professional sports team. The home base "LMN Stadium" is the name of the stadium used by the professional sports team for home games. The player name "XYZ" is the name of the player belonging to the professional sports team. The back number "5" is the number assigned to the player. Further, the item information of the special picker may include a serial number that uniquely identifies the special picker associated with the professional sports team.
[0063] Note that "team name" and "home base" are items for which common set values (i.e., "ABC", "LMN Stadium") are set for all special pickers associated with the professional sports team, for example. On the other hand, "player name" and "back number" are items for which different set values can be set for a plurality of special pickers associated with the professional sports team, for example.
[0064] That is, for a plurality of special pickers which are attributes of a professional sports team, the same set values are set for the items "team name" and "home base", and different set values can be set for the items "player name" and "jersey number". Therefore, if there are 100 special pickers which are attributes of the professional sports team, there are 100 special pickers including the team name "ABC" in the item information, while there are less than 100 (for example, 10) special pickers including the player name "XYZ" in the item information.
[0065] In this way, the item information of the special picker includes a first item with relatively low scarcity value (that is, "team name" and "home base"), and a second item with higher scarcity value than the first item (that is, "player name" and "jersey number"). In other words, the second item is an item for which the number of special pickers with the same set value is small compared to the first item. Further in other words, the second item is an item with more variations in set values compared to the first item.
[0066] Next, the user terminal 20A acquires one of a plurality of mines prepared in advance on the game server 10 (S12). As an example, player A can acquire a mine by acquiring a picker in step S11. As another example, player A can acquire a mine by consuming an item (for example, in-game currency, real currency). However, there may be mines that can be acquired without purchasing or consuming an item. The player A who has acquired the mine is called the "owner" of the mine.
[0067] In the storage 13 of the game server 10, field information of each of a plurality of mines is stored. Then, the game server 10 (progress means 110) transmits the field information of the field where the mine acquired by Player A is located to the user terminal 20A through the communication IF15. Then, the user terminal 20A expands the field information received from the game server 10 through the communication IF25 in the memory 22. Then, the user terminal 20A causes the monitor 31 to display the captured image captured by the virtual camera installed in the field F. As a result, the excavation screen shown in FIG. 10 is displayed on the monitor 31 of the user terminal 20A.
[0068] In addition to the three-dimensional shape of the field F, the field information includes, for example, as shown in FIG. 9(A), the mine name "〇×△ Mine", the owner name "Amanda", the number of raw stones buried in the mine "3", and the positions of the raw stones in the mine "(x1, y1, z1), (x2, y2, z2), (x3, y3, z3)". On the other hand, at this point, the detailed information of the gemstone generated by polishing the raw stone O has not been determined yet. Specific examples of the items included in the field information are not limited to these.
[0069] Also, the user terminal 20A operates the avatar A in the field F shown in FIG. 10(A), for example, according to the operation received from Player A through the operation device 43. More specifically, Player A moves the avatar A in the field F and causes the avatar A to excavate the mine with a pickaxe (S13). As a result, as shown in FIG. 10(B), the raw stone O buried in the mine may be discovered. Then, in response to Player A acquiring the raw stone O, the game server 10 (progress means 110) generates, for example, the situation information shown in FIG. 9(B) and stores the generated situation information in the storage 13.
[0070] Note that the owner of the mine can recruit other players (scalers) to mine the mine. Then, the scalers can mine the mine on behalf of the owner or together with the owner. In this case, the user terminal 20A transmits avatar information indicating the avatar A after operation to the game server 10 through the communication IF25. Then, the game server 10 transmits the avatar information received from the user terminal 20A to the other user terminals 20B and 20C through the communication IF15. Further, the user terminals 20B and 20C operate the avatar A in the field F developed in the memory 22 based on the avatar information received from the game server 10 through the communication IF25. As a result, the avatar A operates synchronously on all the user terminals 20A to 20C. The same applies to the avatars B and C.
[0071] Next, in response to the elapse of a predetermined time (for example, 24 hours) after player A acquires the raw stone O (in other words, generates situation information), the game server 10 (determination means 120) determines the detailed information of the gem obtained from the raw stone O, for example, as shown in FIG. 9(C) (S14). As an in-game effect, for example, a gem is obtained by a polisher (Non Player Character) polishing the raw stone O, and the details of the gem are determined for the first time at this point.
[0072] As an example, the game server 10 acquires the hash value updated by the external server at predetermined time intervals. Then, the game server 10 may determine the detailed information corresponding to the acquired hash value from among a plurality of pieces of detailed information prepared in advance. As another example, instead of acquiring the hash value from the external server, the game server 10 may determine the detailed information using a random number generated by a random number generator.
[0073] Note that the user terminal 20A may notify Player A of the remaining time until the detailed information of each acquired rough stone is determined through, for example, the polishing screen shown in FIG. 11(A). The polishing screen is a screen showing the progress of polishing of the rough stones acquired by Player A. In the example of FIG. 11(A), the polishing of the leftmost rough stone (i.e., the determination of detailed information) is completed, and the remaining time until the completion of polishing of the center and the rightmost is displayed.
[0074] Next, the game server 10 (generation means 130) causes the AI server 16 to generate description information of the gem specified by the detailed information (S15). Then, the game server 10 (generation means 130) receives the description information generated by the AI server 16 through the communication IF 15 and stores it in the storage 13. More specifically, the game server 10 executes the name generation process shown in FIG. 13 and the story generation process shown in FIG. 14. Details of these processes will be described later with reference to FIGS. 13 to 15.
[0075] Next, the user terminal 20A causes the monitor 31 to display the detailed information and description information of the gem according to the operation of Player A through the operation device 43 (S16). For example, when the [Polishing Completed] icon on the polishing screen shown in FIG. 11(A) is selected, the user terminal 20A receives the detailed information from the game server 10 through the communication IF 15 and displays a gem detailed screen (FIG. 11(B)) including the received detailed information on the monitor 31. Further, for example, when the [Story] icon on the gem detailed screen shown in FIG. 11(B) is selected, the user terminal 20A receives the description information from the game server 10 through the communication IF 15 and displays a story screen (FIG. 12) including the received description information on the monitor 31. However, when the description information has not yet been generated at the time when the gem detailed screen is displayed, the [Story] icon may be hidden or in a non-selectable state (grayed out).
[0076] Next, the user terminal 20A, in accordance with the operation of player A through the operation device 43, publicly discloses the acquired gems as a collection to other players or conducts transactions with other players through the market (S17). At this time, the detailed information and explanatory information of the gems are viewable by other players. For example, when the user terminal 20B receives an instruction from player B through the operation device 43 to view the gems of player A, the detailed information or explanatory information received from the game server 10 through the communication IF15 may be displayed on the monitor 31.
[0077] Note that at least one of the special picker specified by the item information and the gem specified by the detailed information may be NFT (Non-Fungible Token) -ized. That is, a non - forgery certificate of authenticity and a certificate of ownership may be added to the special picker and the gem. Thereby, the picker and gem acquired by player A in the game become unique items that cannot be copied or forged. Specific processes for NFT -izing pickers and gems are already well - known, so detailed explanations are omitted.
[0078] However, simply making it possible to obtain special pickers with high rarity value is difficult to maintain player A's motivation for the game over a long period, and there remain problems in improving the interestingness. Therefore, hereinafter, a name generation process and a story generation process for maintaining player A's motivation to acquire and collect special pickers over a long period will be described.
[0079] [Name Generation Process] FIG. 13 is a flowchart of the name generation process. FIG. 15(A) is a diagram showing variations of input data input to the learned model 17b in the name generation process. The name generation process is a process for generating the name of the gem acquired by player A. The game server 10 (generation means 130) executes the name generation process, for example, after at least a part of the detailed information (that is, the items included in the input data) is determined in step S14.
[0080] First, the game server 10 (generation means 130) determines whether a standard pickaxe was used to obtain a gemstone (raw stone O) (S11). The type of pickaxe used to obtain the gemstone can be specified, for example, by referring to the situation information shown in FIG. 9(B).
[0081] Then, in response to determining that a standard pickaxe was used to obtain a gemstone (S11: Yes), the game server 10 (generation means 130), regardless of the value V of the gemstone described later, causes the learned model 17b to generate a name without including the item information shown in FIG. 8(A) in the input data (S12). In step S12, the game server 10 (generation means 130) inputs, for example, as shown in FIG. 15(A), some items of the situation information shown in FIG. 9(B) and all items of the detailed information shown in FIG. 9(C) into the learned model 17b to generate a name.
[0082] On the other hand, in response to determining that a special pickaxe was used to obtain a gemstone (S11: No), the game server 10 (generation means 130) determines the value V of the obtained gemstone (S13). The value V of the gemstone may refer to, for example, the degree of preciousness of the gemstone in the game, the number supplied in the game, or the circulation value in the market of the gemstone that has been NFT - enabled. The game server 10 (generation means 130) may specify the value V of the gemstone, for example, based on the detailed information determined by the determination means 120 in step S14.
[0083] As an example, the game server 10 (generation means 130) may specify the value V of the gemstone based on a specific item (e.g., "weight" whose set value is a numerical value) among the detailed information shown in FIG. 9(C). In this case, the larger the carat number (numerical value), the higher the value V of the gemstone. As another example, the game server 10 (generation means 130) replaces the set value of each item in the detailed information with a common numerical value (points) (e.g., DIAMOND is 10 points, jewelry quality is 5 points, round brilliant cut is 3 points, etc.), and may specify the integrated value thereof as the value V of the gemstone. In this case, the more points, the higher the value V of the gemstone. As yet another example, the game server 10 (determination means 120) may determine the value V of the gemstone and include it in the detailed information.
[0084] Then, in response to the value V of the gemstone being less than the threshold γ (S13: No), the game server 10 (generation means 130) does not include the item information shown in FIG. 8(B) in the input data, and causes the learned model 17b to generate a name (S12). The input data in this case may be the same as in the case of the standard picker.
[0085] On the other hand, in response to the value V of the gemstone being greater than or equal to the threshold γ (S13: Yes), the game server 10 (generation means 130) includes the item information shown in FIG. 8(B) in the input data and causes the learned model 17b to generate a name (S14). In step S14, the game server 10 (generation means 130) inputs, for example, as shown in FIG. 15(A), some items of the situation information shown in FIG. 9(B), all items of the detailed information shown in FIG. 9(C), and all items of the item information shown in FIG. 8(B) into the learned model 17b to generate a name.
[0086] In steps S12 and S14, the items to be included in the input data from the situation information shown in FIG. 9(B) may be determined, for example, by lottery. Also, if item information is not included in step S12 and is included in step S14, the specific information to be included in the input data is not limited to the example in FIG. 15(A). Furthermore, the number of characters in the name, etc., may be additionally instructed to the learned model 17b through the prompt.
[0087] [Story generation process] FIG. 14 is a flowchart of the story generation process. FIG. 15(B) is a diagram showing variations of the input data input to the learned model 17b in the story generation process. The story generation process is a process of generating the backstory of the gemstone acquired by Player A. The game server 10 (generation means 130) executes the story generation process, for example, after finishing the name generation process. Note that a detailed description of the common points with the name generation process is omitted, and the description will focus on the differences.
[0088] First, the game server 10 (generation means 130) acquires a gemstone using the standard picker, and in response to the value V of the gemstone being less than the threshold α (S21: Yes & S22: No), ends the story generation process without generating a backstory. Similarly, the game server 10 (generation means 130) acquires a gemstone using the special picker, and in response to the value V of the gemstone being less than the threshold β (S21: No & S24: No), ends the story generation process without generating a backstory.
[0089] Also, the game server 10 (generation means 130) acquires gems using a standard pickaxe, and in response to the value V of the gem being equal to or greater than the threshold value α (S21: Yes & S22: Yes), it causes the learned model 17b to generate a backstory without including the item information shown in FIG. 8(A) in the input data (S23). In step S23, the game server 10 (generation means 130) inputs, for example, as shown in FIG. 15(B), some items of the situation information shown in FIG. 9(B) and all items of the detailed information shown in FIG. 9(C) into the learned model 17b to generate a backstory. Note that "not including the item information in the input data" may mean not including all of the item information, or may mean not including some of the item information (for example, including the pickaxe name "xxx" but not including the creator "yyy").
[0090] Also, the game server 10 (generation means 130) acquires gems using a special pickaxe, and in response to the value V of the gem being equal to or greater than the threshold value β and less than the threshold value γ (S21: No & S24: Yes & S25: No), it causes the learned model 17b to generate a backstory including the item information shown in FIG. 8(B) in the input data (S26). In step S26, the game server 10 (generation means 130) inputs, for example, as shown in FIG. 15(B), some items of the situation information shown in FIG. 9(B), all items of the detailed information shown in FIG. 9(C), and all items of the item information shown in FIG. 8(B) into the learned model 17b to generate a backstory.
[0091] Furthermore, the game server 10 (generation means 130) acquires gems using special pickers, and in response to the value V of the gems being equal to or greater than the threshold γ (S21: No & S24: Yes & S25: Yes), it includes some items of the item information shown in FIG. 8(B) in the input data and causes the learned model 17b to generate a backstory (S27). In step S27, the game server 10 (generation means 130) inputs, for example, as shown in FIG. 15(B), some items of the situation information shown in FIG. 9(B), all items of the detailed information shown in FIG. 9(C), the name generated by the name generation process (e.g., "ABC Gem"), and some items of the item information shown in FIG. 8(B) into the learned model 17b to generate a backstory.
[0092] Note that some items of the item information included in the input data in step S27 may be, for example, items other than the items used for name generation (e.g., team name) among the item information shown in FIG. 8(B) (e.g., base, player name, jersey number). Also, in step S27, the game server 10 (generation means 130) may additionally instruct the learned model 17b through a prompt to always include the name of the gem indicated by the name in the backstory.
[0093] As a result, for example, as shown in FIG. 12, a name "ABC Gem" including the set value "ABC" of the item "team name" in the item information is generated, and a backstory (the text shown in the speech bubble) including the set value "XYZ" of the item "player name" in the item information is generated.
[0094] Here, the threshold value α is set to a value larger than, for example, the threshold value β. That is, the backstory is more likely to be generated when using a special picker than when using a standard picker. Also, the threshold value γ is set to a value larger than, for example, the threshold value β. That is, a name including the set value of item information is less likely to be generated than a backstory including the set value of item information. On the other hand, the magnitude relationship between the threshold values α and γ is not particularly limited. The threshold value α is an example of a first threshold value, the threshold value β is an example of a second threshold value, and the threshold value γ is an example of a third threshold value. However, the magnitude relationship among the threshold values α, β, and γ is not limited to the above example.
[0095] Note that the "value of the gem" is not limited to the quantitative one as described above, and may be qualitative. And the game server 10 (generation means 130) may determine, for example, in steps S13, S22, S24, and S25 whether the qualitative value of the gem satisfies a predetermined condition. The predetermined condition may be, for example, "being any one of diamond, ruby, and sapphire", "being of gem quality", etc. The condition in step S22 (value V being equal to or greater than the threshold value α) is an example of a first condition, the condition in step S24 (value V being equal to or greater than the threshold value β) is an example of a second condition, and the conditions in steps S13 and S25 (value V being equal to or greater than the threshold value γ) are examples of a third condition. The first condition, the second condition, and the third condition may all be the same condition, or some or all of them may be different conditions.
[0096] Also, if item information is not included in step S23 and is included in steps S26 and S27, the specific information included in the input data is not limited to the example in FIG. 15(B). Also, steps S26 and S27 are common in that the item information of the special picker is included in the input data. On the other hand, steps S26 and S27 differ in that all items of the item information of the special picker are included in the input data (S26) and items other than the items to be used for generating the name are included in the input data (S27). Further, the number of characters of the backstory, etc. may be additionally instructed to the learned model 17b through the prompt.
[0097] [Effects of the embodiment] According to the above embodiment, when a gem (rough stone O) is acquired using a special pickaxe, explanatory information for the gem is generated using the item information of the special pickaxe. That is, only a player who owns the special pickaxe can acquire the gem with the special explanatory information. This further increases the value of the special pickaxe, and provides an incentive for players to acquire or collect special pickaxes. As a result, the interest of the game is increased, and motivation for the game can be maintained for a long period of time.
[0098] Furthermore, according to the above embodiment, when a gem (rough stone O) is obtained using a standard pickaxe, the gem's description information is not generated using the item information of the standard pickaxe. In other words, in order to obtain a gem with description information including pickaxe information, it becomes necessary to obtain a special pickaxe. As a result, the value of the special pickaxe increases further.
[0099] According to the above embodiment, a backstory is generated only when the value of the gem satisfies a predetermined condition (for example, equal to or greater than thresholds α and β), so the rarity value of the gem to which the backstory is added increases. Furthermore, by setting the magnitude relationship between the thresholds α and β to α>β, it becomes easier to add a backstory to a gem by using a special pickaxe, which further increases the motivation to obtain the special pickaxe.
[0100] Furthermore, according to the above embodiment, if the value of the gem is even higher (above the threshold value γ), a name including information about the special pickaxe is given to the gem. This allows the player to obtain a gem that is clearly known at a glance to have been obtained using the special pickaxe, further increasing the player's motivation to obtain the special pickaxe.
[0101] Further, according to the above embodiment, when some items of the item information are included in the name, by excluding the item from the backstory, it is possible to prevent the repeated use of duplicate items. As a result, it is possible to further expect the generation of more unique explanatory information. Also, by ensuring that the name including the information of the special picker is always included in the backstory, the value of the gem can be further enhanced.
[0102] Further, according to the above embodiment, by differentiating the handling of whether to generate the backstory and the name depending on whether the value of the gem is less than the threshold β (S24: No) and whether the value of the gem is less than the threshold γ (S13: No), it becomes possible to generate appropriate explanatory information.
[0103] Further, according to the above embodiment, the value of the gem is specified based on the detailed information determined after a predetermined time has elapsed since the raw stone O was acquired. As a result, it is possible to enhance the player's sense of anticipation until the value of the gem is determined.
[0104] Further, according to the above embodiment, by making the difficulty levels of the game common between the standard picker and the special picker, it is possible to prevent the players who possess the special picker (typically, paying players) from becoming too advantageous.
[0105] Furthermore, by applying the above process to items that can be NFTized, the value of the NFTized special picker or gem can be further enhanced.
[0106] [Modification Example] In the above embodiment, an example was described in which the item information of the standard picker is not always included in the input data, and the item information of the special picker is always included in the input data. However, whether to include the item information in the input data is not limited to the above example. As another example, the game server 10 (generation means 130) may determine whether to include the item information in the input data according to probability.
[0107] In this case, the game server 10 (generation means 130) may set the probability of including the item information of the special picker higher than the reference probability (e.g., 70%) with the probability of including the item information of the standard picker in the input data as a reference (e.g., 30%). Or, the game server 10 (generation means 130) may set the probability of including the item information of the standard picker lower (e.g., 30%) than the reference probability with the probability of including the item information of the special picker in the input data as a reference (e.g., 70%).
[0108] Also, in steps S12, S14, S26, and S27, the game server 10 (generation means 130) may, for example, instruct the learned model 17b to generate explanatory information using at least a part of the input data. And it may leave it to the learned model 17b to determine which phrases in the input data to use. In this case, for example, in step S14, even though the item information is included in the input data, the phrases in the item information may not be reflected in the name in some cases.
[0109] Therefore, in step S14, the game server 10 (generation means 130) may additionally instruct the learned model 17b through a prompt to include at least a part of the phrases included in the item information in the name. Thereby, it is possible to expect the generation of a unique name that reflects the item information.
[0110] Also, in step S14, the game server 10 (generation means 130) may additionally instruct the learned model 17b through a prompt about the number of phrases to be included in the name among the phrases included in the item information. The game server 10 (generation means 130) may, for example, increase the number of phrases to be included in the name as the value of the gem is higher. Thereby, it is possible to provide a difference in the way the item information is reflected according to the value of the gem.
[0111] Furthermore, in step S14, the game server 10 (generation means 130) may additionally instruct the trained model 17 through a prompt to include a specific item in the name among the multiple items included in the item information. For example, when the value of the gem is less than a threshold value δ, the game server 10 (generation means 130) may additionally instruct the trained model 17 through a prompt to include a first item with a relatively low rarity value in the name. On the other hand, when the value of the gem is equal to or greater than the threshold value δ, the game server 10 (generation means 130) may additionally instruct the trained model 17b through a prompt to include a second item with a relatively high rarity value in the name. This allows differences in how item information is reflected depending on the value of the gem.
[0112] The above-mentioned additional instruction to the trained model 17b can be applied not only to step S14 but also to steps S26 and S27. The above-mentioned additional instruction to the trained model 17b can be applied to input data other than item information in steps S12, S14, S26, and S27.
[0113] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles among the game server 10, the AI server 16, and the user terminal 20 is not limited to the above example. That is, a part of the processing of the game server 10 may be executed by the AI server 16 or the user terminal 20, a part of the processing of the AI server 16 may be executed by the game server 10 or the user terminal 20, or a part of the processing of the user terminal 20 may be executed by the game server 10 or the AI server 16.
[0114] Furthermore, some or all of each means realized by a program can also be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory computer-readable recording medium. The recording medium refers to, for example, a hard disk, an SD card, a DVD, or a server on the Internet, etc.
[0115] [Appendix] The following summarizes some of the features of the present invention. [Problem] The present invention aims to improve the interestingness. [Solution means] (1) Function the computer as a generation means for generating explanation information for explaining a second item acquired using a first item in a pre-trained learned model, When the first item is a specific attribute, the generation means inputs information related to the first item into the learned model to generate the explanation information. (2) The program according to (1) above, wherein when the first item is not a specific attribute, the generation means generates the explanation information without inputting information related to the first item into the learned model. (3) The explanation information includes the backstory of the second item, The generation means, When the value of the second item satisfies a first condition and the first item is not a specific attribute, the backstory is generated without inputting information related to the first item into the learned model, The program according to (2) above, wherein when the value of the second item satisfies a second condition and the first item is a specific attribute, the backstory is generated by inputting information related to the first item into the learned model. (4) The first condition is that the value of the second item is equal to or greater than a first threshold, The program according to (3) above, wherein the second condition is that the value of the second item is equal to or greater than a second threshold. (5) The program according to (4) above, wherein the first threshold is greater than the second threshold. (6) The explanatory information includes the name of the second item, The generating means, when the first item does not have a specific attribute, regardless of the value of the second item, generates the name without inputting information related to the first item into the learned model, (7) The program according to (4) above, wherein when the value of the second item is equal to or greater than a third threshold greater than the second threshold and the first item has a specific attribute, information related to the first item is input into the learned model to generate the name. (7) The information related to the first item includes a plurality of items, (8) The program according to (6) above, wherein when the value of the second item is equal to or greater than the third threshold, the generating means inputs, into the learned model, items among the plurality of items included in the information related to the first item other than the item used for generating the name, to generate the backstory. (8) When the first item has a specific attribute, the generating means, when the value of the second item is less than the second threshold, does not generate the backstory in the learned model, (9) The program according to (6) above, wherein when the value of the second item is less than the third threshold, the generating means generates the name without inputting information related to the first item into the learned model. (9) Causes the computer to function as a determining means for determining detailed information of the second item in response to the elapse of a predetermined time after the second item is acquired, (10) The program according to (4) above, wherein the generating means specifies the value of the second item based on the detailed information determined by the determining means. (10) Causes the computer to function as an acquiring means for acquiring the second item using the first item, The acquisition means is the program according to (2) above that makes the difficulty of acquiring the second item common between the first item having a specific attribute and the first item not having a specific attribute. (11) In the program according to (1) above, at least one of the first item and the second item is NFT - convertible. (12) It includes a generation means for causing a pre - learned learned model to generate explanatory information for explaining the second item obtained using the first item. The generation means inputs information related to the first item into the learned model when the first item has a specific attribute, and generates the explanatory information. [Advantages and effects] According to the above - mentioned solution means (1) and (12), since the information of the first item can be reflected in the explanatory information of the second item, it becomes easier for the player to maintain the incentive to acquire and collect the first item having a specific attribute over a long period. According to the above - mentioned solution means (2), since only the information of the first item having a specific attribute is reflected, the value of the first item is further enhanced. According to the above - mentioned solution means (3), since a backstory is given only to the second item that satisfies a predetermined condition, the differentiation from the second item that does not satisfy the predetermined condition becomes clearer. According to the above - mentioned solution means (4), since a backstory is given only to the second item with high value, the differentiation from the second item with low value becomes clearer. According to the above - mentioned solution means (5), since it becomes easier to give a backstory to the second item obtained using the first item having a specific attribute, the value of the first item having a specific attribute is further enhanced. According to the above - mentioned solution means (6), since a name that clearly shows that it was obtained using the first item is given to the second item with even higher value, it becomes easier for the player to maintain the incentive to acquire and collect the first item having a specific attribute over a long period. According to the above solution means (7), it is possible to prevent the items included in the item information from being reflected repeatedly in terms of the name and the backstory, so it is expected that more unique names and backstories can be generated. According to the above solution means (8), by handling whether to generate the name and the backstory differently according to the value of the second item, it becomes possible to generate appropriate explanatory information. According to the above solution means (9), since the value of the second item is specified based on the detailed information determined after a predetermined time has elapsed since the second item was acquired, the player's sense of anticipation can be heightened until the value of the second item is determined. According to the above solution means (10), regardless of whether the first item has a specific attribute, by making the game difficulty common, it is possible to prevent paying users from becoming too advantageous. According to the above solution means (11), by applying the above processing to items that can be NFT-ized, the value of the NFT-ized items can be further increased.
Explanation of Signs
[0116] 1…System, 2…Communication network, 10…Server, 11, 21…Processor, 12, 22…Memory, 13, 23…Storage, 13P…Server program, 14…Input / output interface, 15, 25…Communication interface, 16…AI server, 17a…Learning model, 17b…Trained model, 18…Neural network, 19, 29…Communication bus, 20…User terminal, 23P…Terminal program, 31…Monitor, 33, 34…Camera, 35…Microphone, 36…Speaker, 41…Motion sensor, 42…Position sensor, 43…Operating device, 110…Advancing means (acquiring means), 120…Determining means, 130…Generating means
Claims
1. Cause a computer to function as a generation means for causing a learned model that has been pre-learned to generate a backstory of a second item acquired using a first item, wherein the generation means when the value of the second item satisfies a first condition and the first item is not associated with a specific IP, generates the backstory without inputting information related to the first item into the learned model, when the value of the second item satisfies a second condition and the first item is associated with a specific IP, inputs information related to the first item into the learned model to generate the backstory, a program.
2. The first condition is that the value of the second item is equal to or greater than a first threshold, The second condition is that the value of the second item is equal to or greater than a second threshold, the program according to claim 1.
3. The first threshold is greater than the second threshold, the program according to claim 2.
4. The generation means when the first item is not associated with a specific IP, generates the name of the second item without inputting information related to the first item into the learned model regardless of the value of the second item, when the value of the second item is equal to or greater than a third threshold greater than the second threshold and the first item is associated with a specific IP, inputs information related to the first item into the learned model to generate the name, the program according to claim 2.
5. The information related to the first item includes a plurality of items, when the value of the second item is equal to or greater than the third threshold, the generation means inputs, into the learned model, the items among the plurality of items included in the information related to the first item other than the item used for generating the name to generate the backstory, the program according to claim 4.
6. The generation means, when the first item is associated with a specific IP, when the value of the second item is less than the second threshold, does not generate the backstory in the learned model, when the value of the second item is less than the third threshold, generates the name without inputting information related to the first item into the learned model, the program according to claim 4.
7. cause the computer to function as a determination means for determining detailed information of the second item in response to the elapse of a predetermined time after acquiring the second item; The generation means specifies the value of the second item based on the detailed information determined by the determination means. The program according to claim 2.
8. cause the computer to function as an acquisition means for acquiring the second item using the first item; The acquisition means makes the difficulty of acquiring the second item common between the first item associated with a specific IP and the first item not associated with a specific IP. The program according to claim 1.
9. The program according to claim 1, wherein at least one of the first item and the second item is NFT - convertible.
10. A system comprising a generation means for causing a learned model pre - learned with a backstory of a second item acquired using a first item to generate the backstory; The generation means: when the value of the second item satisfies a first condition and the first item is not associated with a specific IP, generates the backstory without inputting information related to the first item into the learned model; when the value of the second item satisfies a second condition and the first item is associated with a specific IP, inputs information related to the first item into the learned model and generates the backstory.
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