Information Processing Apparatus, Information Processing Method, and Program

The information processing apparatus addresses the inefficiency in reusing battle decks by suggesting a recommended deck composition that balances current and historical game media, improving player convenience and satisfaction.

JP7710404B2Active Publication Date: 2025-07-18MIXI INC
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Patent Information

Application Number
JP2022053385
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-29
Publication Date
2025-07-18
Estimated Expiration
2041-06-01

AI Technical Summary

Technical Problem

Existing systems do not effectively allow players to reuse battle decks efficiently, leading to wasted compositions and the need for manual re-setting when incorporating new characters, thereby reducing player convenience and satisfaction.

Method used

An information processing apparatus that receives instructions for deck compilation and presents a recommended deck based on both current and historical game media, automatically suggesting compositions that leverage characters from both the current and history decks, considering compatibility, parameter updates, and usage frequency.

Benefits of technology

Enhances player convenience and satisfaction by reducing the effort in deck composition and ensuring a balanced, effective deck is used, reflecting both current and historical game media.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an information processing device, an information processing method, and a program that can increase convenience for players and improve the players' game play satisfaction. [Solution] The information processing device has a reception unit that receives instructions from a player regarding deck organization in a game in which a deck containing multiple game media is organized and played, and a presentation unit that, when receiving instructions from the player to use a historical deck that the player previously organized as a deck for playing the game, presents a recommended deck based on the game media included in the current deck currently selected by the player and the game media included in the historical deck.
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.

Background Art

[0002] Conventionally, in computer games such as communication type (online) games, a game is known in which a player composes a deck including game media such as a plurality of characters, and operates the characters included in the deck to play various quests prepared in the game. Also, in a game as described above, a player can store a deck used in the past and play a quest using the same deck again. For example, Patent Document 1 discloses that a battle deck history used by a player for each stage is stored, and when the player selects that stage again, a battle deck based on the stored battle deck history can be set.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in Patent Document 1, although a battle deck suitable for a stage can be set by reflecting the battle deck history, when the battle deck history is selected during the composition of the battle deck, the battle deck being composed is completely overwritten by the content of the battle deck history, and the battle deck composed up to that point becomes wasted. Also, when a new battle deck is to be composed while using the battle deck history and including characters not included in the battle deck history (for example, newly acquired characters, etc.), the player needs to individually re-set them.

[0005] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can improve the convenience of players and enhance the game play satisfaction of players.

Means for Solving the Problems

[0006] An information processing apparatus according to an aspect of the present invention includes a reception unit that receives an instruction regarding the compilation of a deck from a player in a game where a deck including a plurality of game media is compiled and played, and when receiving an instruction from the player to use a history deck compiled by the player in the past as a deck for playing the game, a presentation unit that presents a recommended deck based on the game media included in the current deck currently selected by the player and the game media included in the history deck.

Effects of the Invention

[0007] According to an aspect of the present invention, it is possible to improve the convenience of players and enhance the game play satisfaction of players.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] Hereinafter, the information processing apparatus, information processing method, and program of the present invention will be described in detail with reference to preferred embodiments shown in the accompanying drawings. Note that the embodiments described below are merely examples given to facilitate understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from the gist thereof. Naturally, equivalents thereof are included in the present invention.

[0010] Also, examples of screens described in this specification and the drawings are merely examples, and the screen configuration, design, content of display information, GUI (Graphical User Interface), etc. can be freely designed according to system design specifications, player preferences, etc., and can be changed as appropriate.

[0011] <Regarding the game according to this embodiment> The communication system shown in FIG. 1 (hereinafter referred to as information processing system S) is a communication system including an information processing apparatus (hereinafter referred to as server 10) according to an embodiment of the present invention, and provides a game to a user who is a player of the game (hereinafter referred to as player).

[0012] A game is content in which a player operates a player terminal 12 for game play while viewing a game screen on the player terminal 12. In the present embodiment, it is an online game (electronic game) provided using an information processing system S. Online games include browser games using a web browser, social games provided on an SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as Play by Web (PBW). Note that the genre (classification) of the game is not particularly limited.

[0013] In the present embodiment, when a player performs an operation for game play on the player terminal 12, the player terminal 12 receives game progress data distributed from the server computer of the game providing company, that is, the server 10. On the player terminal 12, video and audio corresponding to the received data are output, and the player advances the game while checking the output video and audio. Further, the player terminal 12 transmits data indicating the operation content of the player to the server 10, and the server 10 transmits game progress data corresponding to the operation content of the player. Such data transmission and reception between the server 10 and the player terminal 12 is repeatedly performed until the player finishes playing the game.

[0014] A player plays a game unit called a quest within the game. A quest is played for the purpose of clearing (in other words, satisfying the clear achievement conditions). In the present embodiment, a plurality of quests are set, and the content (for example, difficulty level, enemy characters that appear, etc.) changes for each quest. When a player clears a quest, the player can obtain a clear reward such as a game medium. In single play, one player plays a quest, and in co-play described later, a plurality of players play the same quest together in the same time zone.

[0015] In the game, the player obtains (acquires) and holds (owns) the game medium, and uses or consumes the held game medium. The game medium is an in-game object used by the player to advance the game, including quest play, and for example, in-game characters or items etc. are applicable.

[0016] Characters include the playing character operated by the player and sub-characters (such as enemy characters or auxiliary characters etc.) that move automatically according to the game settings etc. without the player's operation. The appearance of the characters is not particularly limited, and for example, it may be a living being such as a person, animal, or plant, a vehicle, a machine such as a robot, an object other than a machine, a fictional character such as a monster, or other characters similar to these. Hereinafter, unless otherwise specified, the playing character will simply be referred to as a character.

[0017] Characters (including enemy characters) each have their own personalities, and for each character, various parameters (values related to levels, physical strength, attack power, defense power, luck, or special abilities etc.) indicating name, attributes, appearance, and abilities are set. These parameters are indicators that affect the progress of the game, and include those expressed numerically, those expressed by alphabets such as "A, B, C···" and represented as ranks, and those expressed by indicators such as gauges. Also, among the parameters, there are those that change as the game progresses and those that are constant and do not change regardless of the progress of the game. Hereinafter, unless otherwise specified, the parameters that change as the game progresses will simply be referred to as parameters.

[0018] The parameters of each character increase or decrease according to the type of quest cleared using that character, the number of clears, the time zone when the quest was played, and so on. Also, in the game, the parameters can be changed (strictly speaking, improved) by using, for example, enhancement items or enhanced characters. In this embodiment, a plurality of parameters are set for each character, and each character is assumed to have parameters for items common among the characters.

[0019] Items include materials that are used (consumed) by the player and assist or interfere with the player in the game, and the consideration (in-game currency) consumed for exchanging with other items or characters or playing quests.

[0020] The player plays a quest using a specified character. When playing a quest, two or more characters are specified from among the characters available for quest play, and a deck including the specified characters is compiled. Here, the characters that can be included in the deck, that is, the characters available for quest play, include the characters the player owns, the characters that can be borrowed from other players, and the characters that can be used for a limited period.

[0021] The deck is a team group composed of n characters specified by the player before the start of quest play. The deck also includes a first frame and a second frame, and at least one character can be assigned to each frame. The number n of characters constituting the deck is a natural number of 2 or more and is not particularly limited. Hereinafter, the case of n = 5 (4 characters in the first frame and 1 character in the second frame) will be described as an example.

[0022] The first frame is a frame in which it is necessary to set characters in order to play a quest. In this embodiment, it is necessary to set four characters. In other words, the player cannot play the quest unless four characters are set in the first frame. The characters assigned to the first frame directly attack enemy characters or are directly attacked by enemy characters by the player's operation during quest play. That is, at the time of attack, damage is inflicted on the enemy character based on parameters such as attack power, reducing parameters such as physical strength, and at the time of being attacked, damage is received based on parameters such as the attack power of the enemy character, and parameters such as physical strength are reduced. Also, for the characters assigned to the first frame, an order is set according to the specified order. For the character specified earliest, number 1 is set, and subsequently, for each of the characters specified second and later, numbers 2, 3, and 4 are set in order. And during quest play, the characters in the deck are used according to that order. For example, enemy characters are attacked in order from the characters corresponding to the younger order.

[0023] The second frame is a frame with a different nature from the first frame, and it is a frame in which it is possible to play a quest without setting characters. In this embodiment, one character can be set. In other words, the player can play the quest without setting a character in the second frame. The character assigned to the second frame is not directly attacked by enemy characters during quest play and plays a role in supporting the player's quest clearance. Also, it has nothing to do with the defeat conditions of the quest. The character set in the second frame, for example, at the timing indicated by the player, etc., exerts an effect of changing the difficulty level of the game as exemplified below according to the special ability (skill) set for each character. Note that the effect of changing the difficulty level of the game here generally refers to an effect advantageous to the player. (a) Change the parameters of the character For example, it restores the physical strength of the character assigned to the first frame, or temporarily or for a predetermined time (e.g., 30 seconds or until N enemy characters are defeated) improves the attack power, defense power, movement speed, etc. (b) Attack the enemy character For example, it reduces the physical strength of the enemy character, or temporarily or for a predetermined time reduces the attack power, defense power, movement speed, etc. of the enemy character.

[0024] The deck may be compiled for each quest, or a plurality of decks may be registered in advance, and any one of the plurality of decks may be selected during quest play. Also, when compiling the deck, the player can use the deck (history deck) that the player has compiled in the past and played quests with. In particular, in this embodiment, when the current deck selected by the player exists, the player can also use the recommended deck presented based on the current deck and the history deck.

[0025] The current deck refers to the deck that the player selects during deck compilation. The current deck includes the deck selected from among the plurality of decks pre-registered by the player and the deck being compiled newly by the player. Also, the current deck includes, for example, a deck with the characters in the first frame set (a deck that can be used for quest play), a deck with some of the characters in the first frame not set (a deck that cannot be used for quest play), and a deck with all of the characters in the first frame not set and the characters in the second frame set (a deck that cannot be used for quest play), etc.

[0026] A history deck refers to a deck that a player has compiled and used to play quests in the past. Also, the history deck may be associated with quests. Specifically, the history deck may be limited to a deck that the player has used in the past, or a deck that the player has used to successfully clear a quest, in a quest that is the same as or related to the quest that the player is currently selecting to play. Note that related quests include quests in which the game progress becomes advantageous for the player, i.e., quests that are easier to clear, when playing with a deck that includes the same or same-attribute characters. Also, the history deck does not include a deck in which some or all of the characters in the first frame are not set (a deck in which quest play is impossible), but includes a deck in which the characters in the second frame are not set (a deck in which quest play is possible).

[0027] A recommended deck is a deck that is automatically set based on the characters included in the history deck and the characters included in the current deck, and is a deck recommended when the player plays the selected quest, i.e., a deck in which it is predicted that the game progress will be advantageous for the player when playing the quest with that deck. Note that the history deck used for the recommended deck is not limited to the deck that the player himself / herself has compiled and used to play quests in the past, but may include decks that other players have compiled and used to play quests in the past.

[0028] Specifically, the recommended deck includes at least one character selected from among the characters included in the history deck and at least one pair of characters selected from among the characters included in the current deck. For example, when a predetermined condition is satisfied, such as when no character is set in the second frame of the history deck, the recommended deck may include, in the first frame, four characters selected from among the characters included in the first frame of the history deck, and, in the second frame, one character selected from among the characters included in the second frame of the current deck. Also, as another example, when the same predetermined condition is satisfied, the recommended deck may include, in the first frame, two characters selected from among the characters included in the first frame of the history deck and two characters selected from among the characters included in the first frame of the current deck, and, in the second frame, one character selected from among the characters included in the second frame of the current deck, and so on.

[0029] In addition, the characters included in the recommended deck are selected according to rules exemplified below. Note that it is also possible to make a combined and complex determination by combining the following rules, or to apply different rules to the first frame and the second frame, respectively. (a) Preferentially select characters in a predetermined relationship with the characters included in the current deck When multiple characters are included in the history deck, characters in a predetermined relationship with the characters included in the current deck (corresponding to the "predetermined game medium" of the present invention), for example, characters with good compatibility such as the same attribute, and when included in the same deck, continuous attacks become possible or parameters such as attack power are synergistically improved, are preferentially selected. Thereby, a deck advantageous to the player is automatically set. Note that this rule is also applicable when selecting characters from among multiple history decks. (b) Preferentially select characters included in the current deck When a character corresponding to a character included in the history deck (corresponding to the "first game medium" of the present invention) is included in the current deck, that is, when characters corresponding to both the history deck and the current deck are included, regardless of parameters or the like, the new character included in the current deck is preferentially selected. As a result, the player can also grow new characters and improve their parameters. Note that the corresponding characters include the same character, characters of the same attribute, and a character Y obtained by the growth and transformation of character X, and the like. (c) Preferentially select characters with high parameters When a character corresponding to a character included in the history deck is included in the current deck, in principle, the character included in the history deck is selected, and only when the parameters of the character included in the current deck are high, the character included in the current deck is preferentially selected. As a result, a deck advantageous to the player is automatically set. (d) Preferentially select characters whose parameters have been updated after a predetermined time When a character corresponding to a character included in the history deck based on the play history at a predetermined time is included in the current deck, the character included in the current deck whose parameters have been updated by leveling up or the like after that predetermined time is preferentially selected. Note that the predetermined time refers to a certain point during the game play, and includes, for example, the point in time when the history deck was used for quest play for the first or last time, or the point in time when the history deck was used to clear a quest for the first or last time, and the like. (e) Preferentially select characters acquired by the player after a predetermined time Among the characters included in the current deck, a character that the player did not yet possess at a predetermined time and that the player newly acquired after the predetermined time is preferentially selected. (f) Preferentially select characters with a high usage frequency during a predetermined period If a character corresponding to a character included in the history deck is currently included in the deck, the character is selected based on the usage frequency during a predetermined period after a predetermined time point, for example, from the predetermined time point to the time point of the immediately preceding quest play. Specifically, characters with a high usage frequency are preferentially selected from among the characters included in the current deck. Also, if the usage frequency of the characters included in the current deck is higher than the usage frequency of the characters included in the history deck, the characters included in the current deck are preferentially selected. Also, characters with a high usage frequency are preferentially selected from among the characters included in the history deck and the characters included in the current deck (it may be the case that all are characters included in the current deck or all are characters included in the past deck). Here, the usage frequency may be either a relative value (compared with other characters) or an absolute value (whether it is equal to or greater than a threshold value). For example, the number of uses may be counted for each character and the top N characters may be selected, or the characters that have been used N times may be selected by counting the number of uses for each character. (g) Preferentially select the characters held by the player For example, if there is a character included in the history deck of another player that the player does not hold, that character is not selected and is replaced with a character included in the current deck. Also, for example, if there is a character included in the history deck based on the play history at a predetermined time point and the player does not currently hold that character because the player has released (sold) that character, that character is not selected and may be replaced with a character included in the current deck.

[0030] Here, referring to FIGS. 2 to 4, the transition of the screen displayed on the player terminal 12 when the player composes the deck will be described. FIGS. 2 to 4 are examples of the screens displayed on the player terminal 12 operated by the player before the start of quest play.

[0031] As shown in FIG. 2, the deck compilation screen G1 has a current deck display area 50 (including a first frame display area 51 and a second frame display area 52), a compilation button 53, a sortie button 54, and a history selection button 55, and displays the current deck (Deck A) currently selected by the player. In the current deck display area 50, information such as the information of the characters included in the current deck is displayed. Specifically, in the first frame display area 51, information regarding the characters (four characters A to D in this embodiment) assigned to the first frame in the current deck is displayed, and in the second frame display area 52, information regarding the character (one character Z in this embodiment) assigned to the second frame in the current deck is displayed. Further, the compilation button 53 is a button to be tapped or the like when changing the characters included in the current deck. When the player taps or the like on the compilation button 53, the characters included in the current deck are replaced or the like. Further, the sortie button 54 is a button to be tapped or the like when starting quest play using the displayed current deck. When the player taps or the like on the sortie button 54, the screen transitions to a quest play screen (not shown). Further, the history selection button 55 is a button to be tapped or the like when calling a history deck. When the player taps or the like on the history selection button 55, the screen transitions to the deck compilation screen G2. Note that other buttons such as a button to return to the previous screen (not shown) may be displayed on the deck compilation screen G1.

[0032] As shown in FIG. 3, the deck composition screen G2 transitioned from the deck composition screen G1 has a current deck display area 50 (including a first frame display area 51 and a second frame display area 52), a history deck display area 60 (including a first frame display area 61 and a second frame display area 62), and a history reflection button 63, and displays a history deck (deck B) alongside the current deck currently selected by the player. In the history deck display area 60, information such as the characters included in the history deck is displayed. Specifically, in the first frame display area 61, information regarding the characters (four characters E to H in this embodiment) assigned to the first frame in the history deck is displayed, and in the second frame display area 62, information regarding the characters (none in this embodiment) assigned to the second frame in the history deck is displayed. The history reflection button 63 is a button to be tapped or the like when setting a recommended deck by reflecting the displayed history deck. When the player taps or the like on the history reflection button 63, the screen transitions to the deck composition screen G3. Note that other buttons such as a button to return to the previous screen (not shown) may also be displayed on the deck composition screen G2.

[0033] As shown in FIG. 4, the deck composition screen G3 transitioned from the deck composition screen G2 has a recommended deck display area 70 (including a first frame display area 71 and a second frame display area 72), a composition button 73, and a sortie button 74, and displays a recommended deck (deck C) set based on the characters included in the current deck and the characters included in the history deck. The recommended deck display area 70 displays information on the characters included in the recommended deck. Specifically, the first frame display area 71 displays information on the characters assigned to the first frame in the recommended deck (four characters E to H included in the first frame of the history deck in this embodiment), and the second frame display area 72 displays information on the characters assigned to the second frame in the recommended deck (one character Z included in the second frame of the current deck in this embodiment). The composition button 73 is a button that is tapped or the like when changing the characters included in the recommended deck, and when the player taps the composition button 73 or the like, the characters included in the recommended deck are replaced or the like. The sortie button 74 is a button that is tapped or the like when starting a quest play using the displayed recommended deck, and when the player taps or the like on the sortie button 74, the screen transitions to a quest play screen (not shown). That is, in this case, the player starts a quest play using a deck that includes characters E to H in the first slot and character Z in the second slot. Note that the deck composition screen G3 may also display other buttons (not shown) such as a button for returning to the previous screen.

[0034] <About cooperative play> In this embodiment, not only can a player play alone (solo play), but also so-called multiplay (hereinafter referred to as cooperative play) is possible, in which multiple players operate their respective player terminals 12 to simultaneously play a common game stage. Cooperative play is performed through the communication function of each player's player terminal 12, and when a cooperative relationship is formed, the progress of play is synchronized between the players who are playing cooperatively. Cooperative play may be of either type, such as a cooperative play game in which multiple players cooperate, or a competitive game in which players compete against each other.

[0035] In co-play, a plurality of players who play together may be automatically matched, or a player who hosts co-play and recruits friends (hereinafter referred to as host) and a player who applies for the recruitment and participates in co-play (hereinafter referred to as guest) may be combined. Note that members of co-play are not particularly limited. For example, players who have a friendship relationship with a certain player and who have mutually approved each other (hereinafter referred to as friends) may play together. Players can cooperate with their friends to advance the game. For example, they can borrow the characters owned by their friends when editing the deck.

[0036] At the start of co-play, the deck used in co-play is compiled. The deck used in co-play is selected from among the characters that each player can use to play the target quest. Also, the number n of characters that make up the deck is the same as in normal single play (i.e., 4 characters). On the other hand, each player designates a number of characters corresponding to the number of players participating in co-play out of the number n of characters. That is, the number of characters used by each player in co-play changes according to the number of players participating in co-play. Note that when the target quest is cleared by co-play, a clear reward is given to each player who participated in co-play.

[0037] <Configuration of the information processing apparatus and player terminal according to the present embodiment> Next, the configurations of the information processing apparatus and the player terminal 12 according to an embodiment of the present invention will be described. The information processing apparatus according to this embodiment is constituted by a computer for distributing game data, strictly speaking, a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, it is communicably connected to a plurality of player terminals 12 via a network 14, and constructs a game information processing system S together with the player terminals 12. The network 14 is a communication line network composed of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, and Ethernet (registered trademark), etc.

[0038] In the information processing system S of this embodiment, with the above configuration, the game progresses by the cooperation of the server 10 and the player terminal 12. Specifically, a part of the game progress process is performed on the server 10 side, and a part such as graphic processing is executed on the player terminal 12. For example, on the server 10 side, a program including certain rules, logics, and algorithms is executed. On the other hand, on the player terminal 12 side, while synchronizing with the server 10, the game is progressed according to the same rules, logics, and algorithms as the program being executed on the server 10.

[0039] Also, during co-play, a communication path for co-play is established between the player terminals 12, and the transmission and reception of various data required for co-play are performed according to a known communication method. The data at this time may be a client-server method via the server 10, or a P2P (peer-to-peer) method without passing through the server 10. In the case of the P2P method, a plurality of player terminals 12 that communicate with each other cooperate to constitute the information processing apparatus of the present invention. In addition, the co-play styles are classified into a fully synchronous type and an asynchronous type, and any style may be adopted. Note that the fully synchronous type includes a key input synchronization method and a command input method, and the asynchronous type includes a server centralized processing type and a client distributed processing.

[0040] Server 10 is an example of the "information processing apparatus" of the present invention, and is a computer that executes various information processes related to game progress, such as generation, transmission, and reception of data necessary for game progress. More specifically, in this embodiment, it is an SNS server. Server 10 may be composed of a single computer, or may be composed of a plurality of computers that are parallel-distributed. Further, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since a series of information processing steps related to game progress (excluding information input and display) are executed by Server 10, on the player terminal 12 side, it is only necessary to input information to be delivered to Server 10 and display information distributed from Server 10.

[0041] As a hardware device, as shown in FIG. 1, Server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24, and these devices are electrically connected via a bus 25. In addition, an operating system (OS) and a dedicated program for information processing related to the game are installed in Server 10 as software. These programs correspond to the "program" of the present invention. By operating according to the above programs, processor 21 causes Server 10 to function as the information processing apparatus of the present invention and execute a series of processes related to the progress of the game. Note that the program of the present invention may be obtained by being read from a computer-readable recording medium (media), or may be obtained (downloaded) via a network 14 such as the Internet or an intranet.

[0042] The processor 21 may be constituted by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), ASIC (Application Specific Integrated Circuit), or the like.

[0043] The memory 22 may be constituted by semiconductor memories such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0044] The communication interface 23 may be constituted by, for example, a network interface card, a communication interface board, or the like. The standard for data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of the 3G to 5G or later generations, or communication based on LTE (Long Term Evolution).

[0045] The storage 24 may be constituted by a flash memory, an HDD (Hard Disc Drive), an SSD (Solid State Drive), an FD (Flexible Disc), an MO disk (Magneto - Optical disc), a CD (Compact Disc), a DVD (Digital Versatile Disc), an SD card (Secure Digital card), or a USB memory (Universal Serial Bus memory), etc. Also, the storage 24 may be built into the server 10, or may be attached to the server body in an external form. Further, the storage 24 may be constituted by an external computer (for example, a database server) etc. that is communicably connected to the server body. Note that, as a technique for recording various data, a distributed ledger technique such as blockchain may be used for the purpose of avoiding illegal data tampering etc.

[0046] The server 10 distributes information necessary for the progress of the game to each player, and also collects and stores information from each player. The information stored by the server 10 includes information about each player (for example, identification information of the player and information related to the game play history of the player, etc.), and information related to the game (for example, deck information, character information, and quest information, etc.). Also, the server 10 executes various information processes related to the progress of the game.

[0047] The player terminal 12 is a client terminal that a player operates to play the game, and is constituted by, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of information input, and a wearable terminal, etc. Although 4 player terminals 12 are illustrated in FIG. 1 for the sake of illustration, of course, in reality, there are as many player terminals 12 as the number of players playing the game.

[0048] The player terminal 12 receives game progress data from the server 10, and displays the image (video) indicated by the data on the display of the player terminal 12 or a display such as a TV connected to the player terminal 12, or outputs the audio from a speaker or the like. That is, in the present embodiment, the player terminal 12 functions as a display unit and an audio output unit. For example, in addition to a quest play screen (not shown), deck editing screens G1 to G3 as shown in FIGS. 2 to 4 are displayed on the player terminal 12.

[0049] Also, the player terminal 12 receives the operations of the player performed during the game play, and transmits information corresponding to the operation content to the server 10. For example, the player performs a deck editing operation for editing a deck on the player terminal 12, and transmits deck editing information based on the deck editing operation to the server 10. In addition to the above operations, the player also performs operations on the player terminal 12 such as an operation for selecting a play style (single play or co-op play), an operation for selecting a quest, an operation for playing a quest, and operations related to co-op play such as recruitment for co-op play, application for co-op play, and operations regarding approval or rejection of the application.

[0050] <Functions of the information processing apparatus according to an embodiment of the present invention> The configuration of the server 10, which is the information processing apparatus according to the present embodiment, will be described again from the functional aspect. As shown in FIG. 5, the server 10 includes a storage unit 30, an information acquisition unit 31, a display control unit 32, a deck editing unit 33, a game progress unit 34, and a parameter change unit 35. Among these, the storage unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is configured by a plurality of computers, the above functions may be distributed so that each of the plurality of computers exhibits different functions from each other. Hereinafter, each functional unit will be described in detail.

[0051] (Storage unit) The memory unit 30 stores information necessary for playing the game. Specifically, it stores information about the player, information about the deck compiled by the player, information about the characters that the player can use for quest play, information about the quests, and the like.

[0052] As shown in FIG. 6, the information about the player (player information) has various information associated with the identification information (identification ID or game account name, etc.) that identifies each player, and is stored for each player. For example, the items of player information include the total play time of the game, the player's rank, the characters owned, the items owned, the game progress status such as status and clear history, and the identification information of other players in the friend relationship. In addition, information other than the above, for example, personal information of the player such as contact information, login history (game play date and time, last login date and time, and number of game plays), and information such as settlement history and total charge amount may be included in the player information.

[0053] As shown in FIG. 7, the information about the deck compiled by the player (deck information) has various information associated with the identification information (identification ID, etc.) that identifies each deck, and is stored for each deck. For example, the items of deck information include the compilation date and time, the identification information that identifies the characters set in the first frame (4 characters from No. 1 to No. 4 in this embodiment), the identification information that identifies the characters set in the second frame, the usage history in quests, and the clear history in quests. When no character is set in the second frame, "NULL" is entered in the identification information that identifies the characters set in the second frame. The usage history in quests includes the number of uses, the quests used, and the last use date and time. The clear history in quests includes the number of clears, the cleared quests, and the last clear date and time. In addition, information other than the above, for example, the number of updates and the information on the number of times used by friends may be included in the deck information.

[0054] Regarding information about characters that a player can use for quest play (character information), as shown in FIG. 8, various types of information are associated with identification information (such as identification IDs) that identify each character and are stored for each character. For example, the items of character information include a character name, an attribute, an appearance, abilities (parameters regarding level, physical strength, attack power, special abilities, etc.), and identification information that identifies characters in a predetermined relationship. Here, each parameter indicating an ability includes, in addition to the current value, an initial value and an upper limit value. Also, information other than the above, for example, identification information that identifies the player who owns the character, and information about the corresponding quest, etc., may be included in the character information.

[0055] Regarding information about quests (quest information), as shown in FIG. 9, various types of information are associated with identification information (such as identification IDs) that identify each quest and are stored for each quest. For example, the items of quest information include an attribute, a difficulty level, play conditions, area information, the types, numbers, and arrangements of enemy characters that appear in the quest, and information regarding clear rewards. Also, information other than the above, for example, the quest holding period, and character information of the corresponding quest, etc., may be included in the quest information.

[0056] (Information acquisition unit) The information acquisition unit 31 also corresponds to the "reception unit" of the present invention and acquires information (data) based on operations performed by the player on the player terminal 12 during game play by communicating with the player terminal 12. The information acquired by the information acquisition unit 31 includes deck formation information based on deck formation operations performed by the player to form a deck, and information based on operations such as selecting a play style, selecting a quest, playing a quest, and operations related to cooperative play. Also, the information acquired by the information acquisition unit 31 includes, in addition to the above information, information based on various selection, designation, instruction, request, command, permission or rejection, registration, and other input operations performed by the player in each scene during the game.

[0057] (Display control unit) The display control unit 32 controls the player terminal 12 of the player during the game to display information for game progress on the screen of the player terminal 12. Also, the display control unit 32 constitutes the "presentation unit" of the present invention together with the deck compilation unit 33 described later. Specifically, the display control unit 32 generates data for information display and transmits the generated display data to the player terminal 12 via the network 14. For example, the display control unit 32 causes the player terminal 12 to display a screen (deck compilation screens G1 to G3) or the like that reflects the result of information processing by the deck compilation unit 33 during deck compilation. Also, the display control unit 32 causes the player terminal 12 to display the result of information processing (play status) by the game progress unit 34 during quest play. Also, the display control unit 32 causes the player terminals 12 of each player to display the status of co-op play during co-op play.

[0058] (Deck Compilation Unit) The deck compilation unit 33 executes information processing necessary for deck compilation. Specifically, it compiles a deck according to the deck compilation information acquired by the information acquisition unit 40. Also, the deck compilation unit 33 constitutes the "presentation unit" of the present invention together with the display control unit 32.

[0059] Specifically, the deck compilation unit 33 executes the following information processing. (a) Create or select the current deck (data) based on the deck compilation information acquired by the information acquisition unit 40. (b) Create a recommended deck (data) based on the characters included in the current deck and the characters included in the history deck. Specifically, the deck compilation unit 33 selects at least one character (for example, the character assigned to the first frame) selected from among the characters included in the history deck, and selects at least one pair of characters (for example, the characters assigned to the second frame) selected from among the characters included in the current deck. At this time, when a plurality of characters are included in the history deck, priority is given to selecting characters that are in a predetermined relationship with the characters included in the current deck. Also, when a character corresponding to a character included in the history deck is included in the current deck, priority is given to selecting the character included in the current deck, the character with a higher parameter, the character whose parameter has been updated after a predetermined time point, the character newly acquired by the player after a predetermined time point, or the character with a high usage frequency during a predetermined period. (c) Set the compiled deck (data) as the deck for quest play. (d) Store the compiled deck (data) in the storage unit 30.

[0060] (Game progress unit) The game progress unit 34 executes information processing necessary for the progress of the game. Specifically, it progresses the game based on various information acquired by the information acquisition unit 40. For example, the game progress unit 34 moves a character according to the player's operation during the quest the player is playing, or performs effects according to the player's operation. Also, when cooperative play is carried out, the game progress unit 34 executes a process of progressing the game based on the operations of each player participating in the cooperative play.

[0061] (Parameter change unit) The parameter change unit 35 changes the parameter settings of the characters available for the player to use in quest play according to the progress of the game and the like. For example, while playing a quest using a certain character or after clearing that quest, the parameter change unit 35 reflects the execution result of the processing by the game progress unit 34 and the like, and changes the parameter settings (specifically, the current state or current value, etc.) of that character. Also, when a certain character is strengthened or the like, the parameter change unit 35 changes the parameter settings of that character. Note that the change of the parameter settings by the parameter change unit 35 is not limited to improving or enhancing the current settings, but also includes those that deteriorate or degrade the current settings.

[0062] (Reward granting unit) The reward granting unit 36 grants the clear rewards associated with each quest to the player who has satisfied the clear achievement conditions set for each quest, that is, the player who has cleared the quest. Specifically, the reward granting unit 36 associates the game medium granted as the clear reward with that player and stores it in the player information of the storage unit 30.

[0063] The configurations of the server 10 and the player terminal 12 have been described above. Generally, the server 10 and the player terminal 12 have various other functions, but here, only the characteristic functions that have effects in the information processing system S of the present invention will be described, and the illustration and description of other known functions and the like will be omitted.

[0064] <Information processing flow according to an embodiment of the present invention> Next, with reference to FIGS. 10 to 11, the information processing flow (hereinafter referred to as the information processing flow) executed in the information processing system S having the above configuration will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S that functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the execution order of the steps may be changed within the scope not departing from the gist of the present invention.

[0065] [Information Processing Flow] First, the basic information processing flow regarding the progress of the game will be described. This information processing flow starts when the player logs in to the game and proceeds, for example, along the flow shown in FIG. 10.

[0066] As shown in FIG. 10, first, the server 10, which is a computer, acquires information based on the operation of selecting a quest through communication with the player terminal 12 operated by the player, accepts quest selection (S101), acquires information based on the operation of selecting a play style, accepts the selection of the play style (S102), acquires deck formation information based on the deck formation operation, and accepts an instruction regarding deck formation (S103), and then executes a deck formation process (S104). The details of the deck formation process will be described later.

[0067] Then, when the deck to be used in quest play is set in the deck formation process, that is, when it is determined that the deck formation has ended (S105: YES), the server 10 acquires information based on the quest play operation through communication with the player terminal 12 operated by the player (S106), and starts quest play on this occasion (S107). Note that since the specific processing and the flow of the processing after the start of quest play are well-known, the description thereof will be omitted. On the other hand, when the server 10 determines that the deck compilation has not been completed (S105: NO), it acquires the deck compilation information based on the deck compilation operation again, receives an instruction regarding deck compilation (S103), and executes the deck compilation process (S104).

[0068] Then, when the quest ends, the server 10 determines whether the player has cleared the quest (S108). When it determines that the player has cleared the quest by satisfying the clear achievement condition (S108: YES), it gives a clear reward to the player (S109) and ends the process. On the other hand, when the server 10 determines that the player does not satisfy the clear achievement condition, that is, when it determines that the player could not clear the quest (S108: NO), it ends the process as it is without giving a clear reward. The above is an example of the information processing flow of the present invention.

[0069] [Deck Compilation Process] Next, an example of the deck compilation process will be described based on FIG. 11. The deck compilation process is a process executed in the server 10 (mainly, the deck compilation unit 33, the display control unit 32, etc.), and is the process executed in step S104 of the above information processing flow. Specifically, it is a process executed before the start of quest play, and is a process of compiling a deck for the player to play a quest according to the deck compilation information based on the deck compilation operation by the player.

[0070] As shown in FIG. 11, first, the server 10, which is a computer, selects the current deck based on the instruction content included in the deck compilation information (S201). Next, the server 10 determines whether the instruction content to use the history deck is included in the deck compilation information (S202). When the instruction content to use the history deck is not included in the deck compilation information, that is, when it determines that the instruction to use the history deck has not been received (S202: NO), it sets the current deck as the deck to be used for quest play (quest play deck) as it is and ends the process.

[0071] On the other hand, when the server 10 determines that the deck compilation information includes an instruction to use the history deck, that is, when it determines that it has received an instruction to use the history deck (S202: YES), the server 10 further determines whether to directly overwrite the current deck with the history deck based on the instruction content included in the deck compilation information (S204). When the server 10 determines to overwrite the current deck with the history deck (S204: YES), it sets the history deck as the deck to be directly used for quest play (quest play deck) (S205) and ends the process.

[0072] On the other hand, when the server 10 determines not to overwrite the current deck with the history deck (S204: NO), it selects at least one character from among the characters included in the history deck (S206) and selects at least one pair of characters from among the characters included in the current deck (S207). For example, it selects the four characters set in the first frame from the history deck and selects the one character set in the second frame from the current deck. Also, it selects the two characters set in the first frame from the history deck and selects the two characters set in the first frame and the one character set in the second frame from the current deck. At this time, when the history deck includes a plurality of characters, it preferentially selects characters that have a predetermined relationship with the characters included in the current deck, etc. Also, when the current deck includes a character corresponding to the character included in the history deck, it preferentially selects the character included in the current deck, the character with a higher parameter, the character whose parameter has been updated after a predetermined time point, the character newly acquired by the player after a predetermined time point, or the character with a high usage frequency during a predetermined period, etc.

[0073] Then, the server 10 creates a recommended deck that includes the character selected from the history deck and the character selected from the current deck (S208), and presents the recommended deck to the player by causing the player terminal 12 operated by the player to display information indicating the content of the created recommended deck through communication therewith (S209). Specifically, deck composition screens G1 to G3 and the like as shown in FIGS. 2 to 4 are displayed on the player terminal 12.

[0074] Then, the server 10 obtains deck composition information based on the deck composition operation, specifically, information regarding whether or not to use the recommended deck, through communication with the player terminal 12 operated by the player, and receives an instruction regarding deck composition (S210). Then, based on the instruction content included in the deck composition information, the server 10 determines whether or not to use the recommended deck for quest play (S211). If the deck composition information includes an instruction to use the recommended deck, that is, if it is determined that an instruction to use the recommended deck has been received (S211: YES), the server 10 sets the recommended deck as a deck to be used for quest play (quest play deck) (S212), and ends the process. On the other hand, if the deck composition information does not include an instruction to use the recommended deck, that is, if it is determined that an instruction to use the recommended deck has not been received (S211: NO), the server 10 ends the process as it is in a state where the deck is not set (a state where deck composition is not completed). The above is an example of the deck composition process.

[0075] <Other Embodiments> So far, specific examples have been given and described regarding the information processing apparatus, information processing method, and program of the present invention. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments are also conceivable.

[0076] In the above-described embodiment, the server computer for game data distribution (i.e., server 10) functions as the information processing apparatus of the present invention. However, the present invention is not limited thereto, and some of the functions of server 10 may be provided in player terminal 12. For example, some or all of the functions of deck compilation unit 33 or game progress unit 34 may be provided in player terminal 12.

[0077] In the above-described embodiment, player information and the like are stored in the server computer for game data distribution (i.e., server 10). However, a database server (not shown) may be separately provided and all such information may be collectively stored in the database server, or may be stored on the player terminal 12 side.

[0078] In the above-described embodiment, as an example of the game, a quest in which a player operates a character and battles an enemy character was given. However, the content of the game is not limited thereto, and any game in which a deck (team / group) is compiled and played may be used. For example, it may be a fighting game, a sports game, a shooting game, a racing game, a puzzle game, a card game, a board game, a role-playing game, or a simulation game. Also, the game may be a single-player game or a team game. Further, the game may be one in which humans play against each other as players, or one in which a human plays against a computer (e.g., AI or robot).

[0079] In the above-described embodiment, in principle, a player can enjoy all functions for free. However, some functions may be limited, and by paying a predetermined fee, the limited functions may be made available. Also, various conditions and the like may be set for players who have paid the predetermined fee so as to be advantageous in playing the game. Note that this fee may be a usage-based charging system, or may be effective for the player for a certain period (e.g., one month or one year) once paid (subscription).

[0080] <Summary> The main features of the information processing apparatus, information processing method, and program according to the present embodiment described above are as follows.

[0081] [1] In a game in which a deck including a plurality of game media is compiled and played, the information processing apparatus according to the present embodiment includes a reception unit that receives an instruction regarding deck compilation from a player, and when receiving an instruction from the player to use a history deck compiled by the player in the past as a deck for playing the game, a presentation unit that presents a recommended deck based on the game media included in the current deck currently selected by the player and the game media included in the history deck. According to the above information processing apparatus, by presenting the recommended deck, it is possible to reduce the trouble of deck compilation for the player, and it is also possible to respond to the player's need to compile a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck. Therefore, the convenience of the player can be improved, and the player's game play satisfaction can be enhanced.

[0082] [2] In the above information processing apparatus, the presentation unit presents a recommended deck including at least one game medium selected from the current deck and at least one game medium selected from the history deck. As a result, the recommended deck will contain the game media included in the current deck and the game media included in the history deck in a well-balanced manner, so that it is possible to further respond to the player's need to compile a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck. Therefore, the convenience of the player can be further improved, and the player's game play satisfaction can be further enhanced.

[0083] [3] In the above information processing apparatus, the deck includes a first frame and a second frame to which game media can be assigned respectively, and when a predetermined condition is satisfied, the presentation unit presents a recommended deck including the game medium set in the first frame of the history deck and the game medium set in the second frame of the current deck. As a result, the recommended deck will contain the game media included in the current deck and the game media included in the history deck in a well-balanced manner between the first frame and the second frame. Therefore, it is possible to further meet the needs of players who want to create a deck suitable for quest play by reflecting not only the information of the history deck but also the information of the current deck. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0084] [4] In the above information processing apparatus, the second frame is a frame in which the game can be played without setting the game media. When the game media is not set in the second frame of the history deck, the presentation unit presents a recommended deck including the game media set in the first frame of the history deck and the game media set in the second frame of the current deck. As a result, even when using a history deck in which the game media is not set in the second frame, since the game media included in the current deck is set in the second frame in the recommended deck, it is possible to further meet the needs of players who want to create a deck suitable for quest play by reflecting not only the information of the history deck but also the information of the current deck. Moreover, there is no need to worry about forgetting to set the game media in the second frame. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0085] [5] In the above information processing apparatus, the presentation unit presents a recommended deck including a predetermined game media included in the current deck and a game media in a predetermined relationship with the predetermined game media among a plurality of game media included in one or more history decks. As a result, the recommended deck will contain game media that is more advantageous for the player. Therefore, it is possible to further meet the needs of players who want to create a deck suitable for quest play by reflecting not only the information of the history deck but also the information of the current deck. Moreover, there is no need for the player to deliberately investigate or deliberate on the relationship between the game media. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0086] [6] In the above information processing apparatus, when the second game medium corresponding to the first game medium included in the history deck is included in the current deck, the presentation unit presents a recommended deck that does not include the first game medium but includes the second game medium. As a result, the recommended deck will preferentially include the new game medium included in the current deck. Therefore, not only the history deck but also the information of the current deck can be reflected to better meet the needs of the player who wants to compile a deck suitable for quest play, and it becomes easier to use the new game medium that the player wants to strengthen. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0087] [7] In the above information processing apparatus, when the second game medium corresponding to the first game medium included in the history deck is included in the current deck and the parameters of the second game medium are higher than those of the first game medium, the presentation unit presents a recommended deck that does not include the first game medium but includes the second game medium. As a result, the recommended deck will include a game medium that is more advantageous for the player. Therefore, not only the history deck but also the information of the current deck can be reflected to better meet the needs of the player who wants to compile a deck suitable for quest play, and the player does not need to deliberately check or deliberate on the parameters of the game medium. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0088] [8] In the above information processing apparatus, the history deck is a deck based on the play history at a predetermined time point, and the presentation unit presents a recommended deck that includes a game medium included in the current deck and whose parameters have been updated after the predetermined time point. As a result, the recommended deck will preferentially include game media whose parameters have been updated after a predetermined time point. Therefore, it is possible to better meet the needs of players who want to compile a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck, and players do not need to deliberately check or deliberate on the parameters of the game media. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0089] [9] In the above information processing apparatus, the history deck is a deck based on the play history at a predetermined time point, and the presentation unit presents a recommended deck including game media that are included in the current deck and that the player did not possess at the predetermined time point and that the player acquired after the predetermined time point. As a result, the recommended deck will preferentially include the newly acquired game media included in the current deck. Therefore, it is possible to better meet the needs of players who want to compile a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck, and since new game media are used, a game development different from before can be enjoyed. Thus, the convenience of the player can be further enhanced, and the player's game play satisfaction can be further improved.

[0090]

[10] In the above information processing apparatus, the history deck is a deck based on the play history at a predetermined time point, and the presentation unit presents a recommended deck including game media that are included in the current deck and that are determined based on the frequency of use of the game media in the game during a predetermined period after the predetermined time point. As a result, the recommended deck will preferentially include game media with a high usage frequency, so it is possible to better meet the needs of players who want to compile a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck, and players can enjoy the game using game media that suits their preferences and is easy to use. Therefore, the convenience of players can be further enhanced, and the game play satisfaction of players can be further improved.

[0091]

[11] Also, according to the information processing method according to the present embodiment, in a game in which a deck including a plurality of game media is compiled and played, when the computer receives an instruction regarding the compilation of the deck from the player and the computer receives an instruction from the player to use the history deck compiled by the player in the past as the deck for playing the game, the computer presents a recommended deck based on the game media included in the current deck currently selected by the player and the game media included in the history deck. According to the above information processing method, by presenting the recommended deck, it is possible to reduce the trouble of deck compilation for the player, and it is also possible to meet the needs of players who want to compile a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck. Therefore, the convenience of players can be enhanced, and the game play satisfaction of players can be improved.

[0092]

[12] Also, according to the program according to the present embodiment, in a game in which a deck including a plurality of game media is compiled and played, when the computer is made to receive an instruction regarding the compilation of the deck from the player and the computer is made to receive an instruction from the player to use the history deck compiled by the player in the past as the deck for playing the game, the computer is made to present a recommended deck based on the game media included in the current deck currently selected by the player and the game media included in the history deck. According to the above program, by presenting the recommended deck, it is possible to reduce the effort of the player in deck construction, and it is also possible to meet the needs of players who want to construct a deck suitable for quest play by reflecting not only the history deck but also the information of the current deck. Therefore, it is possible to improve the convenience of the player and the player's game play satisfaction.

Explanation of Signs

[0093] 10 Server 12 Player Terminal 14 Network 21 Processor 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage Unit 31 Information Acquisition Unit 32 Display Control Unit 33 Deck Construction Unit 34 Game Progression Unit 35 Parameter Change Unit 36 Reward Granting Unit 50 Current Deck Display Area 51 First Frame Display Area 52 Second Frame Display Area 53 Construction Button 54 Deployment Button 55 History Selection Button 60 History Deck Display Area 61 First Frame Display Area 62 Second Frame Display Area 63 History Decision Button 70 Recommended Deck Display Area 71 First Frame Display Area 72 Second Frame Display Area 73 Deployment Button G1 Deck Construction Screen G2 Deck Construction Screen G3 Deck Construction Screen S Information Processing System

Claims

1. A processor, wherein the processor is in a game of compiling and playing a deck including a plurality of game media, the deck includes a first frame and a second frame to which game media can be respectively assigned, the second frame is a frame in which the game media held by the player can be set and the game can be played without setting the game media, receives an instruction from the player regarding the compilation of the deck, when receiving an instruction from the player to use a history deck that the player has compiled and played in the past, and when no game media is set in the second frame of the history deck, presents a recommended deck including the game media set in the second frame of the current deck currently selected by the player and the game media set in the first frame of the history deck, the history deck is a deck based on the play history at a predetermined time, the processor presents a recommended deck including the game media included in the current deck and acquired by the player after the predetermined time, An information processing device.

2. In a game of compiling and playing a deck including a plurality of game media, the deck includes a first frame and a second frame to which game media can be respectively assigned, the second frame is a frame in which the game media held by the player can be set and the game can be played without setting the game media, the processor receives an instruction from the player regarding the compilation of the deck, when the processor receives an instruction from the player to use a history deck that the player has compiled and played in the past, and when no game media is set in the second frame of the history deck, presents a recommended deck including the game media set in the second frame of the current deck currently selected by the player and the game media set in the first frame of the history deck, the history deck is a deck based on the play history at a predetermined time, the processor presents a recommended deck including the game media included in the current deck and acquired by the player after the predetermined time, An information processing method.

3. In a game of compiling and playing a deck including a plurality of game media, the deck includes a first frame and a second frame to which game media can be respectively assigned, The second frame can set the game medium held by the player, and it is a frame in which the game can be played without setting the game medium. Cause the processor to receive an instruction regarding the compilation of the deck from the player. When the processor receives an instruction from the player to use a history deck that the player has compiled and played in the past, and when no game medium is set in the second frame of the history deck, present a recommended deck including the game medium set in the second frame of the current deck currently selected by the player and the game medium set in the first frame of the history deck. The history deck is a deck based on the play history at a predetermined time. Cause the processor to present a recommended deck including the game medium included in the current deck, which is a game medium acquired by the player after the predetermined time. Program.

4. Comprising a server and a player terminal. In a game where a deck including a plurality of game media is compiled and played. The deck includes a first frame and a second frame to which a game medium can be assigned respectively. The second frame can set the game medium held by the player, and it is a frame in which the game can be played without setting the game medium. The server Receives from the player an instruction regarding the compilation of the deck based on an input to the player terminal. When the server receives an instruction from the player to use a history deck that the player has compiled and played in the past, and when no game medium is set in the second frame of the history deck, presents a recommended deck including the game medium set in the second frame of the current deck currently selected by the player and the game medium set in the first frame of the history deck. The history deck is a deck based on the play history at a predetermined time. The server presents a recommended deck including the game medium included in the current deck, which is a game medium acquired by the player after the predetermined time. System.

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