Program, terminal, game system, and game management device
The game system addresses the lack of timely guidance in town-building and battle games by incorporating AI-driven operation assistance, enhancing user convenience and gameplay experience.
Patent Information
- Application Number
- JP2024020064
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2019-02-07
- Filing Date
- 2024-02-14
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2039-05-31
AI Technical Summary
Conventional town-building games lack timely guidance for players, leading to uncertainty about next operations, and battle games using virtual cards do not provide real-time advice on optimal strategies.
A game system that includes a first game element for player control and a second game element providing autonomous operation assistance information, utilizing AI functions based on machine learning to offer timely advice on game progression.
Enhances user convenience by providing timely and relevant operation assistance, improving gameplay experience and decision-making in battle games.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program, a terminal, a game system, and a game management device.
Background Art
[0002] In recent years, games using smartphones, mobile phones, etc. as platforms have become popular. For example, there are games in which a deck combining game elements such as virtual cards is used, and the outcome of a battle game is determined using the parameter values of each game element constituting the deck.
[0003] On the other hand, there has conventionally been a town-building simulation game in which the user operates the environment of a town in the game and aims to develop the town. In such a town-building game, the user installs and develops various facilities and buildings in the town in the game, and also copes with various problems such as earthquakes and pollution. However, in conventional town-building games, since the user's options are diverse and there is no end to the game objective, the user may not know what operation to perform next in order to further develop the town. Therefore, a technique has been proposed that can prevent the user from being in a state where they do not know what to do by advising the user of the next operation (Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Incidentally, the technique described in Patent Document 1 is such that the server receives a scoring request for a town from a player, scores the town for predetermined items, and advises the player on the next operation. In other words, the advice to the player is triggered by the request from the player and does not provide advice in a timely manner in the operable situation of the player during the game play.
[0006] In particular, in the case of a battle game using game elements such as each card constituting the above-described deck, if it is possible to receive advice from the device side in a timely manner without requesting advice from the player when the game elements such as cards are operable, the convenience of the user who is the player is high.
[0007] Therefore, an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game with improved user convenience.
Means for Solving the Problems
[0008] One aspect of the present invention is a program for causing a computer to execute a game using a first game element held by a first player and a first game element held by a second player who is an opponent in the game. The program causes the computer to function as a first setting means for setting a first game element constituting the deck of the first player, a second setting means for setting a second game element of the first player that has character information that can change according to the progress of the game and does not constitute the deck, a determination means for determining the selection or action of the first game element, an acquisition means for acquiring operation assistance information according to the character information of the second game element, which is information related to the progress of the game for the first player, and a provision means for providing the operation assistance information in a phase in which the first player can operate.
[0009] One aspect of the present invention is a terminal for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent, the terminal comprising: a first setting means for setting a first game element constituting the deck of the first player; a second setting means for setting a second game element of the first player that has character information that can change according to the progress of the game and does not constitute the deck; a determining means for determining the selection or action of the first game element; an acquisition means for acquiring operation assistance information according to the character information of the second game element, which is information related to the progress of the game for the first player; and a providing means for providing the operation assistance information in a phase in which the first player can operate.
[0010] One aspect of the present invention is a game system for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent, the game system comprising: a terminal and a game management device, the terminal comprising: a first setting means for setting a first game element constituting the deck of the first player or the second player; a second setting means for setting a second game element of the first player or the second player that has character information that can change according to the progress of the game and does not constitute the deck; a determining means for determining the selection or action of the first game element by the first player or the second player; an acquisition means for acquiring operation assistance information related to the progress of the game for the first player or the second player from the game management device; and a providing means for providing the acquired operation assistance information in a phase in which the first player or the second player can operate, the game management device comprising: an acquisition means for acquiring the operation assistance information according to the character information of the second game element of the first player or the second player; a transmission means for transmitting the acquired operation assistance information to the terminal; and a character information change means for changing the character information of the second game element of the first player or the second player according to the progress of the game of the first player or the second player.
[0011] One aspect of the present invention is a game management device capable of communicating with a terminal of a first player and a terminal of a second player who is an opponent of the first player in a game. The game management device includes: a first transmission unit configured to transmit first game elements constituting a deck of the first player to the terminal of the second player and transmit first game elements constituting a deck of the second player to the terminal of the first player; a first acquisition unit configured to acquire character abilities of second game elements that do not constitute the deck of the first player or the second player; a second acquisition unit configured to acquire, in a phase in which the first player or the second player can operate, operation assistance information related to the progress of the game for the first player or the second player, the operation assistance information being according to the acquired character information of the second game elements of the first player or the second player; a second transmission unit configured to transmit the acquired operation assistance information to the terminal of the first player or the second player; and a character information change unit configured to change the character information of the second game elements of the first player or the second player according to the progress of the game of the first player or the second player.
Effect of the Invention
[0012] The present invention can provide a game that improves the convenience for users.
Brief Description of the Drawings
[0013]
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DETAILED DESCRIPTION OF THE INVENTION
[0014] [OVERALL CONFIGURATION] FIG. 1 is a diagram showing an example of the overall configuration of the game system according to the present embodiment. As shown in FIG. 1, the game system includes player terminals 1 prepared for each of players A and B of the game, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0015] The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), as well as communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0016] The player terminal 1 is a computer capable of executing a game program, and is connected to the communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a business game device, a personal computer, a tablet computer, a controller of a stationary home game device, etc. Basically, there are a plurality of player terminals 1, which are operated by each player.
[0017] The game server 2 is a server system configured to include one or more server devices, storage devices, and the like. The game server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for game operation, distribute a game program and data necessary for executing the game on the player terminal 1, and the like.
[0018] FIG. 2 is a diagram showing a device configuration example of a smartphone, which is an example of the player terminal 1. As shown in FIG. 2, the player terminal 1 includes a display 11, a touch operation panel 12 integrally formed with the display 11, and a speaker 13. In addition, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume adjustment button, etc., which are not shown in the figure.
[0019] The control board is equipped with various microprocessors such as a CPU, a GPU, and a DSP, an ASIC, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. In addition, the control board is equipped with a so-called I / F circuit (interface circuit) such as a driver circuit of the touch operation panel 12. Each element mounted on these control boards is electrically connected via a bus circuit or the like, and is connected so that data can be read and written and signals can be transmitted and received.
[0020] In this embodiment, an example will be described in which the game system as described above is applied to a battle game using a first game element held by a first player A and a first game element held by a second player B who is an opponent in the battle.
[0021] Here, the first game element is a character associated with a virtual or physical item. As an example of a virtual or physical item, for example, a virtual card displayed on a computer, a physical card, or the like. And in the game to be executed, the first game element that can be made to appear by using the card is a character whose action control is performed based on the operation of a player (including a non-player operated by a computer), and it is described that the card is attached with a design of the corresponding character (an image showing the appearance of the character). Furthermore, not limited to this, a card for the purpose of specifying a game element of the executed game is not limited to being configured to be able to specify a game element such as a character, and it goes without saying that it may be one for specifying other game elements such as items and activated effects. Note that the item is not limited to a card, and as long as it is an item configured to be able to specify a game element associated with the item, it is not limited to a card. The item may be, for example, a shaped object such as a figure having the appearance of a game element.
[0022] Furthermore, in the battle game to which this embodiment is applied, a second game element different from the first game element is added. The second game element is a character like the first game element, but does not necessarily have to be associated with a virtual or physical item.
[0023] Also, unlike the first game element, the second game element is not used as a means of attack or defense that a player (including a non-player operated by a computer) uses in in-game battles, but has the property of providing the player with operation assistance information, which is information related to the progress of the game, at least in a phase where the player can operate. In other words, the second game element can be said to provide operation assistance information autonomously or spontaneously in the game, unlike the first game element whose action control is performed based on the operations of a player (including a non-player operated by a computer). The operation assistance information can be of any type as long as it is information related to the progress of the game. For example, it can be information on the operation method, information on the selection or action of the first game element (advice information such as card selection, advice on the card of the opponent to be attacked), information that is advantageous for the progress of the game (advice information such as presenting the type of card that is advantageous for the in-game battle result), etc. Furthermore, in other words, the second game element can be said to form a team with a player (including a non-player operated by a computer) and compete against the opposing player.
[0024] The autonomous or spontaneous provision of operation assistance information of the second game element described above is performed by the AI function provided in the game server 2. This AI function is an AI function obtained by machine learning using the content and results of the progress of many in-game battles as teacher data. The method of machine learning is typically deep learning (deep neural network), but it is not limited to this.
[0025] In addition, the content or the timing of providing the autonomous or spontaneous operation assistance information of the second game element changes according to the character information of the second game element. This character information changes according to the progress of the game. The character information can have a plurality of parameters. For example, in the present embodiment, the character information includes a parameter (hereinafter referred to as a level) that changes according to an experience value obtained from the result of the game, a parameter (hereinafter referred to as a card understanding degree) that changes according to the usage frequency of the type of the first game element, a parameter (hereinafter referred to as a personality) that changes according to the usage ratio of the type of the first game element, and a parameter (hereinafter referred to as a sync level) that changes according to a predetermined event.
[0026] The level represents the basic level of the second game element and increases according to the experience value obtained by playing against an opponent. When the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriate operation assistance information corresponding to the game situation can be provided.
[0027] The card understanding degree is the degree of understanding of the first game element (the degree of understanding of the effects activated by the characters of the cards, etc.). The higher the understanding degree, the more operation assistance information that appropriately notifies the timing of using the first game element (card) can be provided.
[0028] The personality represents the attribute of the second game element and changes according to the usage ratio of the attribute of the first game element (having an attribute according to the character).
[0029] The sync level increases by achieving a predetermined event in the game. The predetermined event is logging in to the game or the second game element acting with the player in the game. Due to the difference in this sync level, the expression content of the operation assistance information is different. For example, the higher the sync level, the more intimate the expression becomes.
[0030] The AI function provided by the game server 2 has multiple AI functions according to the above-described character information and can provide operation assistance information according to the height of the character information. That is, the higher the character information of the second game element, the more appropriate operation assistance information can be provided. [Overview of Game Content] Next, in order to assist in understanding the description of the embodiment, the overview of the game will be described using the display screen of the display 11 of the player terminal 1.
[0031] In the game of this embodiment, players A and B use virtual game cards (cards in which the first game element is embodied, simply referred to as "cards"), which are game objects, within the game. A plurality of types of cards are prepared and are distinguished by combinations of the abilities of the characters associated with each of them and card attributes, etc. The card attributes are defined by, for example, colors such as red and blue, or any number from 1 to 7. Each card has defined ability parameter values such as the level, attack power, and HP (hit points) used for battle play (battle) against computer-controlled enemy characters or opponents such as other players.
[0032] When registering an account, the minimum number of cards required for battle play (battle) is given to the cards. In addition, the cards can be obtained during the game, purchased as a paid item, or obtained by a lottery called gacha. In addition, the cards can also be obtained by obtaining a physical game card (hereinafter referred to as a "real card") and performing a registration procedure to make the obtained real card usable in the game. Specifically, when players A and B perform the registration procedure for the real card, they can obtain a card of the card type associated with the real card.
[0033] Then, players A and B construct a deck with a predetermined number of cards (e.g., 40 cards) from the cards they hold and challenge a battle play using the deck. The battle play using the deck is to determine the winner or loser against the opponent using the ability parameter values (character information of the first game element) defined in the cards (deck cards) that make up the deck.
[0034] The battle starts by selecting the battle menu from the home screen displayed after logging in (touch operation). Note that prior to the game, players A and B need to complete account registration and compile a deck. The compilation of the deck can be done by touching the card menu from the home screen or the like and then from the deck compilation menu presented as one of the options.
[0035] The battle is executed alternately between the turn of player A and the turn of player B, the opponent. Each turn consists of a standby phase in which hand cards from the deck cards are set in the player's player area such as the field, a card usage preparation phase in which other deck cards etc. are prepared to use the set deck cards, and a battle phase in which attacks are made on the opponent player or the opponent player's cards using the deck cards placed in the player area, etc., and is composed of a plurality of phases.
[0036] On the other hand, as for the second game element, players A and B can obtain it by selecting a favorite buddy from a plurality of second game elements (hereinafter referred to as buddies) at the time of account registration. The plurality of parameters included in the character information of the buddy at the time of initial acquisition are in the initial state (the lowest level).
[0037] FIG. 3 is a diagram showing an example of a screen display in the standby phase or the card use preparation phase of a battle game displayed on the display 11 of the player terminal 1. The screen of the display 11 includes a first area 20 where cards of player A and the like are set, and a second area 21 where cards of player B who is going to battle and the like are set. Further, at the boundary between the first area 20 and the second area 21, an operation information 30 for displaying information on operations that can be currently executed is displayed.
[0038] Each of the first area 20 and the second area 21 includes a field area 22 where five cards (hand cards) selected from the own deck are arranged, a base area 23 where cards consumed (action costs) for activating the actions or effects of the cards arranged on the field are arranged, a first object 31 having a life (HP) that affects the activation effect of the card (force), and a force area 24 where a second object having a life (HP) is arranged. In this embodiment, the second object 32 is also displayed as a buddy which is a second game element.
[0039] In the battle phase, as shown in FIG. 4, player A touches the card to be used for the attack with a finger and drags it to the opponent's card to be attacked, the first or second object 31, 32, thereby determining the card to be used for the attack and the card of the opponent player B to be attacked, the first or second object 31, 32. Thereby, the attack of player A is started.
[0040] Such a phase or turn is repeated alternately by player A and player B who is the opponent, and the victory or defeat is determined when the life of either player becomes 0 or the number of cards in the deck becomes 0. [Functional Configuration] FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1.
[0041] As shown in FIG. 5, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56.
[0042] The operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The functions of the operation input unit 51 can be realized not only by elements directly operated by the player A's finger, such as a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements that detect motion and posture, such as an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. In FIG. 2, the touch operation panel 12 corresponds to this.
[0043] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on programs and data stored in the storage unit 56, operation input signals from the operation input unit 51, etc. The functions of the processing unit 52 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. This processing unit 52 includes, as main functional units, a game arithmetic unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64.
[0044] The game arithmetic unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game arithmetic unit 61 includes a card setting unit 71, a buddy setting unit 72, an action determination unit 73, an operation assistance information acquisition unit 74, an operation assistance information providing unit 75, and a game management unit 76.
[0045] The card setting unit 71 manages the held cards of players A and B that they currently possess using card setting data and deck setting data described later. Also, it manages the cards that make up each deck from the held cards, and sets the cards and the hand cards to be set in each field in the standby phase and the card use preparation phase from the decks selected by players A and B. Further, it generates card setting information, which is information about the cards and the hand cards set in each field, and transmits it to the game server 2 via the communication unit 55.
[0046] At the time of account registration, the buddy setting unit 72 manages information regarding the buddy as the second game element selected by players A and B (including character information) using buddy setting data described later. Also, during a battle or on other menu screens, the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62.
[0047] Based on the touch operations of players A and B, etc., the action determination unit 73 determines the selection of cards and the actions of cards, generates action selection information which is information on the selection or action of cards, and transmits it to the game server 2 via the communication unit 55.
[0048] During the game progress, the operation assistance information acquisition unit 74 acquires operation assistance information from the game server 2.
[0049] The operation assistance information providing unit 75 provides the acquired operation assistance information via the image generation unit 122 or the sound generation unit 123.
[0050] The game management unit 76 manages the progress of the entire game.
[0051] Based on the processing result of the game arithmetic unit 61, the image generation unit 62 generates one game screen per frame time (for example, 1 / 60 second), and outputs the image signal of the generated game screen to the image display unit 103. The functions of the image generation unit 62 can be realized by, for example, processors such as GPUs and digital signal processors (DSPs), programs such as video signal ICs and video codecs, drawing frame IC memories such as frame buffers, and IC memories used for the expansion of texture data.
[0052] Based on the processing result of the game arithmetic unit 61, the sound generation unit 63 generates sound signals such as sound effects, BGM, voice information of operation assistance information, and various operation sounds related to the game, and outputs them to the sound output unit 54. The functions of the sound generation unit 63 can be realized by, for example, processors such as digital signal processors (DSPs) and voice synthesis ICs, and audio codecs capable of playing back voice files.
[0053] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2.
[0054] The image display unit 53 displays various game screens based on the image signals input from the image generation unit 62. The functions of the image display unit 53 can be realized by display devices such as, for example, a flat panel display, a cathode ray tube (CRT), a projector, and a head-mounted display. In FIG. 2, the image display unit 62 corresponds to the display 11.
[0055] The sound output unit 54 is for outputting sound such as sound effects related to the game based on the sound signals input from the sound generation unit 63. In FIG. 2, the sound output unit 54 corresponds to the speaker 13.
[0056] The communication unit 55 connects to the communication line N to realize communication. The functions of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, and the like.
[0057] In the storage unit 56, programs for operating the player terminal 1 and realizing various functions of the player terminal 1, data used during the execution of these programs, etc. are stored in advance or temporarily stored each time processing is performed. The storage unit 56 can be realized by, for example, an IC memory such as a RAM, a ROM, a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD.
[0058] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game arithmetic unit 61. This program is distributed from the game server 2 or another application distribution server or the like when the player has completed account registration.
[0059] Further, the storage unit 56 stores card setting data, deck setting data, and buddy setting data. In addition, other data such as model data, texture data, motion data, effect data, background image of the game screen, and sound data such as sound effects for displaying the characters of the cards and the images of the buddies are appropriately distributed as data necessary for the game and stored in the storage unit 56.
[0060] The card setting data is the character information of the cards held by the player and is prepared for each card type. FIG. 6 is a diagram showing an example of the card setting data of the cards held by the player. In FIG. 6, the card setting data of one card specified by the card identification information "001" of the cards held by the player is shown. The card setting data includes card identification information, character image, card name, card type, cost number, color, race, ability, attack power, hit points, and rarity. Note that FIG. 6 shows an example of the card setting data and is not limited thereto. Also, the card setting data increases or decreases as the number of cards held by players A and B increases or decreases.
[0061] The deck setting data is data related to each deck of the player and includes the card identification information of the cards constituting each deck. FIG. 7 is a diagram showing an example of the deck setting data. In the example of FIG. 7, it is an example of the deck setting data of deck 1 of player A, showing that deck 1 is composed of cards with card identification information from "001" to "023". Note that FIG. 7 shows an example of the deck setting data and is not limited thereto.
[0062] The buddy setting data is the character information of the buddy selected from the menu settings. Although this character information of the buddy changes as the game progresses, when it changes, the character information after the change is notified from the game server 2, and the character information is updated. FIG. 8 is a diagram showing an example of the buddy setting data of player A. In the example of FIG. 8, the buddy setting data includes buddy identification information, a character image, a buddy name, a level, a card understanding level, a personality, and a sync level. Note that FIG. 8 shows an example of the buddy setting data and is not limited thereto.
[0063] Next, the configuration of the game server 2 will be described. FIG. 9 is a block diagram showing an example of the functional configuration of the game server 2.
[0064] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.
[0065] The processing unit 91 comprehensively controls the operation of the game server 2 based on programs, data, received information, etc. stored in the storage unit 93. The functions of the processing unit 91 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information update unit 104.
[0066] The player management unit 101 manages the account, the progress of the game, etc. for each player terminal 1 connected using the user information data described later.
[0067] The game management unit 102 receives card setting information, action selection information, etc. from the player terminal 1, performs battle processing using the card setting information, action selection information, and card data described later, and outputs the battle result.
[0068] The AI processing unit 103 has an algorithm obtained by machine learning the content of the game progress and the results of many battle games and other teacher data. This algorithm is an algorithm according to the character information (buddy's ability) of the buddy. The method of machine learning is typically deep learning (deep neural network), but it is not limited to this.
[0069] The AI processing unit 103 inputs the card setting information or action selection information transmitted from the player terminal 1 and the character information (buddy's ability) of the player's buddy in the player terminal 1, and outputs operation assistance information in the situation of the card setting information or action selection information. It should be noted that even if the card setting information or action selection information transmitted from the player terminal 1 is the same, different operation assistance information may be output if the character information (buddy's ability) of the player's buddy is different.
[0070] The character information update unit 104 receives the card setting information or action selection information and the battle result from the game management unit 102, and uses these information to calculate various parameters (level, card understanding, personality, sync level) of the character information, and updates to increase or change the character information (buddy's ability) of players A and B in the user information data.
[0071] The communication unit 92 is connected to the communication line N to realize communication.
[0072] The storage unit 93 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information update unit 104.
[0073] Furthermore, the recording unit 92 stores user information data and card data.
[0074] User information data is the basic data of players participating in the game, and records the user information data for each player. Figure 10 is a diagram showing an example of user information data. In the example of Figure 10, it includes the player's user identification information, the player's buddy setting data, and the deck setting data. Note that Figure 10 shows an example of user information data and is not limited thereto.
[0075] Card data is the card data of all cards used in this game. Basically, data similar to the card setting data in Figure 6 described above is stored for all cards used in the game. Note that the card data may include the basic data of the buddy used in this game (buddy identification information, character image, buddy name, initial value of level, initial value of card understanding, initial value of personality, and initial value of synchro level). [Operations of Each Device] Next, the operations of the player terminal 1 and the game server 2 will be described. Figure 11 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In the following description, the case where players A and B play a battle game using the player terminal 1 will be described.
[0076] First, each of players A and B performs a buddy setting process for setting a buddy when registering for the game account (Step 100). In the buddy setting process, the buddy setting is selected from the menu screen. In the buddy setting, it is possible to set a buddy by selecting a preferred buddy from a plurality of buddies. The information of the selected buddy is sent to the game server 2.
[0077] The player management unit 101 of the game server 2 uses the buddy selection information received from the player terminal 1 to register the character information of the buddy (the initial value of the basic data of the buddy) in the user information data corresponding to the user identification information of the player terminal 1 (Step 101). The registered character information of the buddy is sent to the player terminal 1.
[0078] The buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step100).
[0079] After account registration, each player A and B logs in to the game (Step102). At this time, the player terminal 1 sends a login request including user identification information.
[0080] The player management unit 101 of the game server 2 performs a login process in response to the login request (Step103). The login process includes a process of acquiring user information data corresponding to the user identification information of the player who requested the login and passing it to the game management unit 102. When the verification of the user identification information and the like is completed, a session is established between the game server 2 and the player terminal 1.
[0081] When the login is completed, card setting processing is performed on the player terminals 1 of players A and B (Step104). The card setting process is performed by selecting one deck from the set decks and arranging the cards of that deck in the field area, the base area, the force area, and the hand. The card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information.
[0082] The game server 2 that has received the card setting information performs operation assistance information providing processing (Step105). The operation assistance information providing process is performed by the AI processing unit 103. First, the AI processing unit 103 performs operation assistance information providing processing for the first player A. The AI processing unit 103 acquires the character information of player A's buddy from the user information data. The AI processing unit 103 inputs the acquired character information of player A's buddy and the card setting information of each of players A and B, and outputs operation assistance information for player A. The operation assistance information includes not only advice information in the form of characters or voices, but also position information for displaying an icon image indicating the presence of the operation assistance information (advice information) at a position corresponding to the card or operation information that is the target of the operation assistance information (advice information).
[0083] Also, although it is the number of operation assistance information output from the AI processing unit 103, two methods can be considered.
[0084] The first method is a method of increasing the number of operation assistance information output (increasing the generation rate of operation assistance information) as the ability specified by the character information of the player's buddy becomes higher. In the case of this method, the higher the buddy's ability, the more operation assistance information the user can obtain. Therefore, there is an advantage that the range for the user to make a selection or decision is widened.
[0085] The second method is a method of narrowing down the operation assistance information to one regardless of the height of the buddy's ability. In the case of this method, the operation assistance information that is the best move for making a selection or decision in that scene is provided. However, the content of the operation assistance information itself is related to the height of the buddy's ability and will be different. And the higher the buddy's ability, the more accurate the content of the operation assistance information becomes. This method has the advantage of eliminating the user's hesitation in making a selection.
[0086] As described above, regarding the number of operation assistance information output from the AI processing unit 103, any method can be used. Also, other methods are not excluded.
[0087] Then, the operation assistance information output as described above is transmitted to the user terminal 1 of player A. In addition, together with the operation assistance information, the card setting information of player B, who is the opponent in the battle, is also transmitted. This card setting information of player B is used to display the cards of player B on the user terminal of player A.
[0088] On the user terminal 1 of player A, action selection processing is performed (Step 106). The action selection processing is performed by the action determination unit 73, the operation assistance information acquisition unit 74, and the operation assistance information providing unit 75. First, the operation assistance information acquisition unit 74 acquires operation assistance information from the game server 2 and passes it to the operation assistance information providing unit 75. The operation assistance information providing unit 75 uses the position information of the icon images included in the operation assistance information to display the icon images at the corresponding positions.
[0089] FIG. 12 is an example of an icon image displayed on the player terminal 1. In FIG. 12, in the phase of selecting an action, an example of displaying a plurality of icon images 40 is shown. In the example of FIG. 12, it is displayed on the image of the card targeted by the operation assistance information, or near the image of the card or near the operation information. Note that in the example of FIG. 12, the icon image 40 is displayed not only in the first area of player A but also in the second area of player B. This is to identify the card to be attacked and give advice on it. However, it is not limited to this. For example, when player B is a non-player, it is not necessarily required to be displayed in the first area or the second area. Such an icon image can make it immediately understood for which target (e.g., card or object) operation assistance information exists, which is highly convenient for the user.
[0090] In the example of FIG. 12, in the scene of selecting or determining an action, an example of displaying a plurality of icon images is shown, but the number of the icon images increases or decreases according to the adjustment of the number of operation assistance information output from the above-described AI processing unit 103. That is, the higher the ability of the buddy, the more operation assistance information the user can obtain, so the generation rate of the icon images increases. On the other hand, when displaying one icon image in the scene where the player can operate a card or the like, there is an advantage that the operation assistance information regarding the best operation of the user in that scene can be presented, and the user will not be confused when making a selection.
[0091] The operation assistance information providing unit 75 outputs operation assistance information for a target card or the like by detecting a touch or the like of the icon image 40 by Player A. The output of the operation assistance information (advice information) may be either character information or voice information. FIG. 13 is a diagram showing an example in which operation assistance information (advice information) is output as character information from a buddy's image. FIG. 13 shows an example in which by touching the icon image 40 of the hand, "Select this card" which is the operation assistance information (advice information) of the hand is displayed in the form of a speech bubble from the buddy.
[0092] Furthermore, when Player A determines the selection of the card on which the icon image 40 of the target is displayed in accordance with the buddy's operation assistance information (advice information) "Select this card", the action determination unit 73 can also be configured to display a selection screen for the card by touching the card on which the icon image 40 is displayed with a finger.
[0093] Also, when the operation assistance information (advice information) is information on an attack action, the operation assistance information providing unit 75 may display an image such as an arrow from the card taking the attack action to the card to be attacked in the buddy's operation assistance information (advice information). For example, in FIG. 14, an example is shown in which an image of an arrow from the card X taking the attack action to the card Y to be attacked is displayed together with the display of the operation assistance information (advice information) "Attack with this card!".
[0094] Also, when the player determines the selection or action of the card in accordance with the operation assistance information (advice information), it is also possible to make the icon image indicating the operation assistance information (advice information) non-displayed. By doing so, each time a selection or action is determined in accordance with the operation assistance information (advice information), only the icon images for which the selection or action has not been determined in accordance with the operation assistance information (advice information) will be displayed. As a result, there is an effect that the user will not make a mistake of determining the action again by the icon image for an action that has already been determined.
[0095] Furthermore, the number of selections or decisions of actions based on the operation assistance information can also be limited to a predetermined number in one battle game.
[0096] In the description of the above-described action selection process, the explanation mainly focused on the case where an icon image indicating the presence of operation assistance information is displayed, and the player determines the selection or action of the card according to the operation assistance information (advice information). However, even when an icon image indicating the presence of operation assistance information is displayed, it goes without saying that in addition to the selection or action of the card corresponding to the icon image, the player can also determine the selection or action of the card or the like according to the player's judgment.
[0097] Through the above process, the selection or action of the card or the like is determined by Player A. The information on the determined selection or action of the card or the like is transmitted by the action determination unit 73 to the game server 2 as action selection information.
[0098] The game management unit 102 of the game server 2 receives the action selection information of Player A, and performs a battle process (Step107) using the action selection information of Player A, the card setting information and card data of each of Players A and B. The information on the battle result is transmitted to the player terminals 1 of each of Players A and B.
[0099] The game management units 76 of the player terminals 1 of each of Players A and B receive the battle result and perform a battle result process (Step108). The battle result process is a process of displaying the result of the battle on the player terminals 1 of each of Players A and B.
[0100] Subsequently, the operation assistance information providing process (Step105), the action selection process (Step106), the battle process (Step107) and the battle result process (Step108) for the second player B are similarly performed.
[0101] In this way, Player A and Player B alternately repeat the battle, and the victory or defeat is determined when the life of either player becomes 0 or the number of cards in the deck becomes 0.
[0102] When the outcome is determined, the character information update unit 104 of the game server 2 performs character information update processing (Step 109). The character information update unit 104 receives the card setting information and the battle result during the battle from the game management unit 102, and updates the character information of players A and B to increase or change it according to the result. Specifically, the level is calculated based on the experience value obtained from the battle result, the card comprehension and personality are calculated according to the types of cards used during the battle, and if a predetermined event is achieved, the sync level is calculated. Then, the buddy setting data of the user information data is updated with the calculated values of each parameter. The updated character information is transmitted to the player terminal 1.
[0103] Regarding the specific calculation methods of each parameter of the character information update unit 104, the following examples can be considered.
[0104] Regarding the level, the experience value required for level up is set for each level. In this case, the character information update unit 104 calculates and updates the player's experience value using the information related to the battle (card setting information, action selection information, battle result, etc.) obtained from the game management unit 102 at a predetermined timing such as at the end of the battle and a predetermined calculation formula. Then, based on the updated experience value, it is determined whether the experience value required for level up has been reached, and if so, an update to increase the level is performed. Note that the predetermined calculation formula may be set so that the experience value obtained by putting a specific card in the deck and using it becomes higher. The specific card is, for example, a card with the highest rarity among multiple levels of rarity.
[0105] Also, regarding the card comprehension level, conditions for increasing the card comprehension level and the increase rate corresponding to each condition are set. The card comprehension level is a parameter that indicates, for each card, the level of comprehension of that card for all cards. For example, the condition "put the card into the deck and battle" means that during the battle, the player uses a certain deck, and the 40 cards that make up that deck become the cards whose card comprehension level is to be increased. And the increase rate "x%" means that if the condition is met, the card comprehension level of each card that makes up that deck will increase by x%. When the character information update unit 104 meets the condition, it increases the value of the card comprehension level at the increase rate corresponding to that condition.
[0106] Also, each of the personalities (the first personality, the second personality, ··· the nth personality) is associated with one of the card attributes (in this embodiment, color). In this case, at a predetermined timing such as the end of the battle, the character information update unit 104 adds points to the cumulative value for each color set in the personality for the cards used in the battle based on the information related to the battle (card setting information, action selection information, etc.) obtained from the game management unit 102. Then, as a result of the addition, the personality corresponding to the color with the largest cumulative value (the largest usage ratio) is selected and set as the personality. Note that although color is used as the card attribute corresponding to multiple personalities, it is not limited to this, and other card attributes consisting of multiple types may be used.
[0107] Regarding the synchro level, for example, conditions for increasing the synchro level and the increase rate corresponding to each condition are set. Conditions for increasing the synchro level include, for example, "battle" and the like. In this case, at the end of the battle, the character information update unit 104 performs an update to increase the synchro level by a predetermined increase rate.
[0108] The update of the character information update unit 104 described above is only an example, and other update methods may also be used.
[0109] The buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step110).
[0110] Thus, the description of the operations of the player terminal 1 and the game server 2 is completed.
[0111] As described above, according to the present embodiment, operation assistance information (advice information), which is information related to the progress of the game, is provided without a request from the player. Therefore, even in a complex game, the user can be supported in a timely manner, and a game with high user convenience can be provided.
[0112] In addition, since an icon image indicating the presence of operation assistance information (advice information) is displayed on or near the image of the target card (first game element) or the like, the player can easily recognize the presence of the operation assistance information (advice information) and the target of the operation assistance information (advice information).
[0113] Furthermore, since the provided operation assistance information (advice information) differs depending on the difference in the character information of the player's buddy (second game element), the player can also enjoy a breeding game-like way of growing the buddy (second game element).
[0114] In the above-described embodiment, an example in which the operation assistance information (advice information) is provided in a phase in which the player can operate and in a state where the selection or action of the first game element can be determined has been described. However, the timing of the provision is not limited to this. For example, the operation assistance information (advice information) may be provided on a menu screen where the card (first game element) does not appear or on a screen where only the buddy (second game element) appears.
[0115] Furthermore, in the above-described embodiments, an example was described in which the buddy (second game element) was given the role of virtually providing operation assistance information (advice information). However, by using the AI function that provides operation assistance information (advice information), it is also possible to autonomously determine the selection and actions of the cards (first game elements) in the same way as a real player. Therefore, a real player and a buddy (second game element) can form one team, and the real player and the buddy (second game element) can each use the same card (first game element) to play against other players. In this case, the real player and the buddy (second game element) alternately determine the selection or actions of the same card (first game element).
[0116] Also, the function that provides operation assistance information (advice information) can be configured to be set to either valid or invalid according to the preference of the player (user).
[0117] Also, in the above-described embodiments, a card game using virtual game cards was exemplified, but the applicable game genres are not limited. For example, it may be a sports battle game in which characters associated with the first game element are players, or it may be a character breeding game associated with the first game element, etc.
[0118] Also, some or all of the above-described embodiments are also described as follows in the following supplementary notes, but are not limited thereto.
[0119] [Supplementary Note 1] A terminal that plays a game using the first game element held by the first player and the first game element held by the second player who is the opponent, comprising a memory storing execution instructions and a processor, wherein the processor, by the execution instructions, a first setting process for setting the first game element constituting the deck of the first player, A second setting process for setting a second game element of the first player that has character information that can change according to the progress of the game and does not constitute the deck, A determination process for determining the selection or action of the first game element, An acquisition process for acquiring operation assistance information according to the character information of the second game element, which is information related to the progress of the game for the first player, A provision process for providing the operation assistance information in a phase where the first player can operate A terminal that executes.
[0120] [Appendix 2] A game system that plays a game using a first game element held by a first player and a first game element held by a second player who is an opponent, Comprising a terminal and a game management device, The terminal includes a memory storing execution instructions and a processor, The processor, according to the execution instructions, A first setting process for setting a first game element that constitutes the deck of the first player or the second player, A second setting process for setting a second game element of the first player or the second player that has character information that can change according to the progress of the game and does not constitute the deck, A determination process for determining the selection or action of the first game element by the first player or the second player, An acquisition process for acquiring operation assistance information related to the progress of the game for the first player or the second player from the game management device, A provision process for providing the acquired operation assistance information in a phase where the first player or the second player can operate To execute, The game management device includes a memory storing execution instructions and a processor, The processor, according to the execution instructions, An acquisition process for acquiring the operation assistance information according to the character information of the second game element of the first player or the second player, A transmission process for transmitting the acquired operation assistance information to the terminal, A character information change process for changing the character information of the second game element of the first player or the second player according to the progress of the game of the first player or the second player and execute A game system.
[0121] [Appendix 3] A game management device capable of communicating with the terminal of the first player and the terminal of the second player who is the opponent of the first player, comprising a memory storing an execution instruction and a processor, The processor, according to the execution instruction, A first transmission process for transmitting the first game elements constituting the deck of the first player to the terminal of the second player and transmitting the first game elements constituting the deck of the second player to the terminal of the first player, A first acquisition process for acquiring the character ability of the second game element that does not constitute the deck of the first player or the second player, In a phase where the first player or the second player can operate, information related to the progress of the game for the first player or the second player, and a second acquisition process for acquiring operation assistance information according to the character information of the second game element of the acquired first player or second player, A second transmission process for transmitting the acquired operation assistance information to the terminal of the first player or the second player, A character information change process for changing the character information of the second game element of the first player or the second player according to the progress of the game of the first player or the second player A game management device comprising.
[0122] The present invention has been described above by way of preferred embodiments, but the present invention is not necessarily limited to the above embodiments, and can be variously modified and implemented within the scope of its technical idea.
[0123] This application claims priority based on Japanese Patent Application No. 2018-245730 filed on December 27, 2018, and Japanese Patent Application No. 2019-021085 filed on February 7, 2019, and incorporates the entire disclosure thereof herein.
Explanation of Reference Numerals
[0124] 1 Player terminal 2 Game server 11 Display 12 Touch operation panel 13 Speaker 20 First area 21 Second area 22 Field area 23 Base area 24 Force area 30 Operation information 31 First object 32 Second object 40 Icon image 51 Operation input unit 52 Processing unit 53 Image display unit 54 Sound output unit 55 Communication unit 56 Storage unit 61 Game arithmetic unit 62 Image generation unit 63 Sound generation unit 64 Communication control unit 71 Card setting unit 72 Buddy setting unit 73 Action determination unit 74 Operation assistance information acquisition unit 75 Operation assistance information providing unit 76 Game management unit 91 Processing unit 92 Communication unit 93 Storage unit 101 Player Management Department 102 Game Management Department 103 AI Processing Department 104 Character Information Update Department
Claims
1. A program for causing a computer to execute a game using a game element held by a first player and a game element held by a second player who is an opponent in the game, wherein the program causes the computer to, have character information that can change according to the progress of the first player's game, and setting means for setting a non-player character of the first player, battle execution means for executing a battle between the first player and the second player, selection means for selecting, by an operation of the first player, a game element that performs an attack or a defense and an attack or defense action of the game element, acquisition means for acquiring advice information regarding the selection of a game element that performs an attack or a defense and the selection of an attack or defense action of the game element by the first player, the advice information being advice information for the first player according to the character information of the non-player character of the first player, icon image presentation means for presenting an icon image indicating the presence of the advice information on or near the game element that is the target of the advice information, providing means for providing the advice information when the icon image is selected, function as, wherein the non-player character of the first player is not a selection target of the first player who selects a game element that performs an attack or a defense and an attack or defense action of the game element, program.
2. The providing means provides the advice information in a phase operable by the first player and in a state where the selection means can select a game element that performs an attack or a defense and an attack or defense action of the game element. The program according to claim 1.
3. The program causes the computer to, function as display control means for displaying the non-player character as an image. The program according to claim 1 or claim 2.
4. The providing means provides the advice information in at least one of character information and voice information. The program according to any one of claims 1 to 3.
5. The character information has a level that increases by accumulation of experience points of the first player obtained by the battle result of each battle between the first player and the second player, The acquisition means acquires different advice information according to the level of the non-player character of the first player. The program according to any one of claims 1 to 4.
6. The acquisition means acquires advice information that is more advantageous for the progress of the game as the level is higher. The program according to claim 5.
7. The character information is a parameter that changes according to the experience value obtained from the result of the game, a parameter that changes according to the use of the type of the game element, a parameter that changes according to the usage ratio of the type of the game element, a parameter that changes according to a predetermined event, and is determined from at least any one of them. The program according to any one of claims 1 to 5.
8. The non-player character of the first player can select a game element that performs an attack or defense and an attack or defense action of the game element among the game elements held by the first player. The program according to any one of claims 1 to 7.
9. A terminal that conducts a game using the game elements held by the first player and the game elements held by the second player who is an opponent in the game, a setting means that has character information that can change according to the progress of the game of the first player and sets the non-player character of the first player; a battle execution means that executes a battle between the first player and the second player; a selection means that can select a game element that performs an attack or defense and an attack or defense action of the game element by operating the first player; acquisition means that acquires advice information regarding the selection of a game element that performs an attack or defense and the selection of an attack or defense action of the game element by the first player, and that is advice information for the first player according to the character information of the non-player character of the first player; icon image presentation means that presents an icon image indicating the presence of the advice information on or near the game element that is the target of the advice information; providing means that provides the advice information when the icon image is selected; and includes The non-player character of the first player is not a selection target of the first player who selects a game element that performs an attack or defense and an attack or defense action of the game element. Terminal.
10. A game system that conducts a game using game elements held by a first player and game elements held by a second player who is an opponent in the game, comprising a terminal and a game management device, wherein the terminal has character information that can change according to the progress of the game for each player, and setting means for setting a non-player character of the first player or a non-player character of the second player, battle execution means for executing a battle between the first player and the second player, selection means capable of selecting, in the game, a game element that performs an attack or a defense and an action of attacking or defending the game element by an operation of the first player or the second player, from the game management device, advice information regarding the selection of a game element that performs an attack or a defense by the first player and the selection of an action of attacking or defending the game element, the advice information for the first player according to the character information of the non-player character of the first player, or receiving means for receiving advice information regarding the selection of a game element that performs an attack or a defense by the second player and the selection of an action of attacking or defending the game element, the advice information for the second player according to the character information of the non-player character of the second player, icon image presentation means for presenting an icon image indicating the presence of the advice information on or near the game element of the first player or the second player who is the target of the advice information, providing means for providing the acquired advice information of the first player or the acquired advice information of the second player when the icon image is selected, and is provided with, wherein the game management device has battle execution means for executing a battle between the first player and the second player, first acquisition means for acquiring the character information of the non-player character set by the first player and acquiring the character information of the non-player character set by the second player, second acquisition means for acquiring advice information for the first player according to the character information of the non-player character of the first player acquired and acquiring advice information for the second player according to the character information of the non-player character of the second player acquired, Transmission means for transmitting advice information for the first player to the terminal of the first player and transmitting advice information for the second player to the terminal of the second player; Character information changing means for changing the character information of the non-player character of the first player according to the progress of the game of the first player and changing the character information of the non-player character of the second player according to the progress of the game of the second player; comprising; The non-player character of the first player is not a selection target of the first player who selects a game element that performs an attack or defense and an attack or defense action of the game element; The non-player character of the second player is not a selection target of the second player who selects a game element that performs an attack or defense and an attack or defense action of the game element; The advice information is position information indicating an icon image indicating that there is advice information, and includes position information of a game element of the first player or the second player who is the target of the advice information or in the vicinity thereof; A game system.
11. A game management device capable of communicating with the terminal of the first player and the terminal of the second player who is the opponent of the first player, Battle execution means for executing a battle between the first player and the second player; First acquisition means for acquiring the character information of the non-player character set by the first player and acquiring the character information of the non-player character set by the second player; Advice information regarding the selection of a game element that performs an attack or defense and the selection of an attack or defense action of the game element by the operation of the first player, and advice information for the first player according to the character information of the non-player character of the first player. Obtaining, and advice information regarding the selection of a game element that performs an attack or defense and the selection of an attack or defense action of the game element by the second player, and advice information for the second player according to the character information of the non-player character of the second player Second acquisition means for obtaining; Transmission means for transmitting the advice information of the first player to the terminal of the first player and transmitting the advice information of the second player to the terminal of the second player; Character information changing means for changing the character information of the non-player character of the first player according to the progress of the game of the first player, and changing the character information of the non-player character of the second player according to the progress of the game of the second player; comprising; The non-player character of the first player is not an object of selection by the first player who selects a game element that performs an attack or a defense and an attack or defense action of the game element; The non-player character of the second player is not an object of selection by the second player who selects a game element that performs an attack or a defense and an attack or defense action of the game element; The advice information is position information for presenting an icon image indicating that there is advice information, and includes position information of a game element of the first player or the second player that is the target of the advice information or in the vicinity thereof; A game management device.
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