Program and information processing system

The game program ensures deterministic selection of target media with specific attributes by adjusting the selection method based on previous outcomes, addressing the challenge of consistent media acquisition in repeated lottery processes.

JP7746452B2Active Publication Date: 2025-09-30COLOPL
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Patent Information

Application Number
JP2024070597
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-24
Publication Date
2025-09-30
Estimated Expiration
2039-07-16

AI Technical Summary

Technical Problem

Existing game systems lack the ability to definitively select a predetermined number of target media with specific attributes from a group of media, particularly in repeated lottery processes.

Method used

A game program that executes a selection process to select n game media, ensuring at least k media with a predetermined attribute are included, adjusting the selection method based on the number of previous selections and acquired media, using a probability table to guarantee the inclusion of target media.

Benefits of technology

Enables deterministic selection of a predetermined number of target media with desired attributes, enhancing user motivation through guaranteed outcomes in repeated lottery processes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement properties.SOLUTION: A computer is caused to execute selection processing for selecting two or more media so that target media having a predetermined preset attribute are included in a predetermined number, and caused to execute switching of methods of the selection processing before the selection processing is ended according to the number of acquisition of the target medium in the middle of the selection processing. The plurality of media included in a selection table used before the switching and the plurality of media included in a selection table used after the switching are common to each other at least partially. The computer is caused to execute the selection of the media repeatedly until the target media are selected by the predetermined number using the selection table before the switching or the selection table after the switching.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] Conventionally, games have been known in which a lottery process for acquiring an object available in the game can be executed multiple times in succession. Patent Document 1 discloses a program for realizing a game in which acquisition of an object that satisfies a predetermined condition can be guaranteed as a result of the lottery process executed multiple times in succession. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-237040 Summary of the Invention [Problem to be solved by the invention]

[0004] The object is to enable a predetermined number of target media to be definitively selected from a group including a plurality of media. [Means for solving the problem]

[0005] According to one embodiment shown in the present disclosure, A game program executed by a computer having a processor and a memory, The game program causes the processor to: a step of executing a selection process in response to a user's operation to select n game media (n is an integer of 2 or more) from a group of game media available for use in a game based on the game program, wherein the n game media are selected such that at least k target game media (k is an integer of 1 or more and n or less) having a predetermined attribute are included; a step of granting the n game contents selected in the selection process to the user; Execute In the step of executing the selection process, a step of switching the method of the i-th selection process according to the number of selection processes up to the (i-1)th selection process and the number of target game media acquired up to the (i-1)th selection process; A game program is provided for execution by the processor. [Effects of the Invention]

[0006] According to the present disclosure, it is possible to deterministically select a predetermined number of target media from a group including a plurality of media. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of a user terminal and a server. [Figure 3] FIG. 10 is a diagram showing an example of a play screen of a stage. [Figure 4] 10 is a flowchart showing the overall processing flow of the lottery process. [Figure 5] FIG. 10 is a diagram showing an example of a screen related to the lottery process. [Figure 6] FIG. 10 is a diagram showing an example of a screen related to the lottery process. [Figure 7] 10 is a flowchart showing the flow of a process for selecting multiple characters in successive lotteries in the first embodiment. [Figure 8] FIG. 11 is a diagram showing a probability table used in the lottery process in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] The game system according to the present disclosure is a system for providing a game to multiple users. The game system will be described below with reference to the drawings. Note that the present invention is not limited to these examples, but is defined by the claims, and all modifications within the meaning and scope equivalent to the claims are intended to be included in the present invention. In the following description, the same elements in the drawings will be designated by the same reference numerals, and redundant explanations will not be repeated.

[0009] <Game System 1 Hardware Configuration> FIG. 1 is a diagram showing the hardware configuration of a game system 1. As shown in the figure, the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is connected to the server 200 via a network 2. The network 2 is made up of the Internet and various mobile communication systems constructed by wireless base stations (not shown). Examples of such mobile communication systems include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point.

[0010] The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These components of the server 200 are electrically connected to each other via a communication bus.

[0011] The user terminal 100 (computer, information processing device) may be a mobile terminal such as a smartphone, feature phone, PDA (Personal Digital Assistant), or tablet computer. The user terminal 100 may also be a gaming device suitable for playing games. As shown in the figure, the user terminal 100 includes a processor 10, memory 11, storage 12, a communication interface (IF) 13, an input / output IF 14, and a touch screen 15 (display unit). These components of the user terminal 100 are electrically connected to each other by a communication bus. Note that the user terminal 100 may include an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected, instead of or in addition to the touch screen 15.

[0012] 1, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF 14. This allows the user terminal 100 to read programs and data recorded on the storage medium 1030. The program recorded on the storage medium 1030 is, for example, a game program.

[0013] The user terminal 100 may store in the memory 11 of the user terminal 100 a game program acquired by communicating with an external device such as the server 200, or may store in the memory 11 a game program acquired by reading it from the storage medium 1030.

[0014] As described above, the user terminal 100 includes the communication IF 13, the input / output IF 14, and the touch screen 15 as examples of mechanisms for inputting information to the user terminal 100. Each of the above-described units serving as input mechanisms can be considered as an operation unit configured to accept input operations by the user.

[0015] For example, if the operation unit is configured with the touch screen 15, the user terminal 100 identifies and accepts a user operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, if the operation unit is configured with the communication IF 13 or the input / output IF, the user terminal 100 may identify and accept a signal output from an input device (not shown) different from the user terminal 100 that is connected to the communication IF or the input / output IF 14 as the user's input operation.

[0016] <Hardware components of each device> The processor 10 controls the overall operation of the user terminal 100. The processor 20 controls the overall operation of the server 200. The processors 10 and 20 each include a central processing unit (CPU), a micro processing unit (MPU), and a graphics processing unit (GPU).

[0017] The processor 10 reads a program from the storage 12 (described later) and loads it in the memory 11 (described later). The processor 20 reads a program from the storage 22 (described later) and loads it in the memory 21 (described later). The processors 10 and 20 execute the loaded programs.

[0018] Memories 11 and 21 are main storage devices. Memories 11 and 21 are composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 11 provides a working area for processor 10 by temporarily storing programs and various data that processor 10 reads from storage 12 (described later). Memory 11 also temporarily stores various data generated while processor 10 is operating according to a program. Memory 21 provides a working area for processor 20 by temporarily storing various programs and data that processor 20 reads from storage 22 (described later). Memory 21 also temporarily stores various data generated while processor 20 is operating according to a program.

[0019] In this embodiment, the program may be a game program for realizing a game by the user terminal 100. Alternatively, the program may be a game program for realizing the game through cooperation between the user terminal 100 and the server 200. Note that a game realized through cooperation between the user terminal 100 and the server 200 may be, for example, a game executed on a browser launched on the user terminal 100. Alternatively, the program may be a game program for realizing the game through cooperation between multiple user terminals 100. Furthermore, the various data include data related to the game, such as user information and game information, as well as instructions or notifications transmitted and received between the user terminal 100 and the server 200 or between multiple user terminals 100.

[0020] The storages 12 and 22 are auxiliary storage devices. The storages 12 and 22 are configured by storage devices such as flash memory or HDDs (Hard Disk Drives). The storages 12 and 22 store various data related to games.

[0021] The communication IF 13 controls transmission and reception of various data in the user terminal 100. The communication IF 23 controls transmission and reception of various data in the server 200. The communication IFs 13 and 23 control, for example, communication via a wireless LAN (Local Area Network), internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication, etc.

[0022] The input / output IF14 is an interface through which the user terminal 100 accepts data input and outputs data. The input / output IF14 may input and output data via a USB (Universal Serial Bus) or the like. The input / output IF14 may include, for example, physical buttons, a camera, a microphone, or a speaker of the user terminal 100. The input / output IF24 of the server 200 is an interface through which the server 200 accepts data input and outputs data. The input / output IF24 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0023] The touch screen 15 of the user terminal 100 is an electronic component that combines an input unit 151 and a display unit 152. The input unit 151 is, for example, a touch-sensitive device, and is configured, for example, by a touchpad. The display unit 152 is, for example, configured by a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.

[0024] The input unit 151 has a function of detecting the position where a user operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, or a tap operation) is input on the input surface, and transmitting information indicating the position as an input signal. The input unit 151 may be provided with a touch sensing unit (not shown). The touch sensing unit may be of any type, such as a capacitive type or a resistive type.

[0025] Although not shown, the user terminal 100 may include one or more sensors for identifying the holding orientation of the user terminal 100. The sensor may be, for example, an acceleration sensor or an angular velocity sensor. If the user terminal 100 includes a sensor, the processor 10 may identify the holding orientation of the user terminal 100 from the output of the sensor and perform processing according to the holding orientation. For example, when the user terminal 100 is held in portrait orientation, the processor 10 may select portrait screen display, in which a portrait-oriented image is displayed on the display unit 152. On the other hand, when the user terminal 100 is held in landscape orientation, the processor 10 may select landscape screen display, in which a landscape-oriented image is displayed on the display unit. In this way, the processor 10 may be able to switch between portrait screen display and landscape screen display depending on the holding orientation of the user terminal 100.

[0026] <Game Overview> The game system 1 is a system that executes a selection process for selecting, based on a probability table, one of a plurality of objects including a specific object that can be used in a game based on a game program.

[0027] The selection process may be any process in which one object from among a plurality of objects is selected based on a probability table, and may be, for example, a process in which selection is made by lottery. Hereinafter, in this embodiment, the process of selecting an object will be described as a lottery (so-called gacha) process. In this embodiment, the lottery process is executed multiple times. Hereinafter, "multiple" lottery processes will also be referred to as "n" lottery processes (n is an integer equal to or greater than 2). For convenience of explanation, lottery processes executed multiple times in a row will also be referred to as "consecutive lottery processes," including cases in which they are executed multiple times simultaneously. Note that it is desirable that the value of consumable items required for one lottery process in consecutive lottery processes be the same as or less than the value of consumable items required for a single lottery process that is not consecutive.

[0028] Furthermore, the object determined as a result of the selection process is given to the user and can be used in game play. Note that the term "giving to the user" refers to storing an object or the like in memory in association with the user.

[0029] The objects selected by the lottery process include characters that can be used in the game, objects that are associated with characters, etc. The objects that are associated with characters may be, for example, items such as weapons and armor that are associated with characters, jobs, special attacks, recovery skills, skills that change the state of objects such as characters, etc. In this embodiment, an embodiment will be described in which the objects selected by the lottery process are characters.

[0030] Each character selected by the lottery process has a rarity unique to that character. Rarity is a type of game parameter that numerically represents the rarity of a character in a game. The higher the rarity of a character, the higher the rarity of that character in the game. In the present disclosure, the rarity of a character takes one of the values ​​of S, A, B, or C rank. Hereinafter, characters having rarity of S, A, B, or C rank will also be simply referred to as S, A, B, or C rank characters, respectively. The higher the rarity of a character, the lower the probability that that character will be selected by lottery. In other words, the higher the rarity of a character, the lower the possibility that a user will be able to obtain that character. The higher the rarity of a character, the higher the value of the character in a game. For example, the higher the rarity of a character, the higher the character's performance.

[0031] The game executed by game system 1 (hereinafter referred to as the game) is not limited to a specific genre and may be a game of any genre. For example, it may be a game based on sports such as tennis, table tennis, dodgeball, baseball, soccer, or hockey, a puzzle game, a quiz game, a role-playing game (RPG), an adventure game, a shooting game, a simulation game, a training game, or an action game. As an example, the game will be described below as a puzzle game that can be played in stages with predetermined achievement conditions. Details of the game content will be described later.

[0032] Furthermore, the game is not limited to a specific play format, and may be a game of any play format, such as a single-player game played by a single user, a multiplayer game played by multiple users, or, within the multiplayer game, a competitive game in which multiple users compete against each other, or a cooperative game in which multiple users cooperate.

[0033] <Functional configuration of game system 1> 2 is a block diagram showing the functional configuration of the server 200 and the user terminal 100 included in the game system 1. Each of the server 200 and the user terminal 100 may include a functional configuration (not shown) required to function as a general computer, and a functional configuration required to implement well-known functions in the game.

[0034] The user terminal 100 functions as an input device that accepts user input operations and as an output device that outputs game images and sounds. The user terminal 100 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 10, memory 11, storage 12, communication IF 13, input / output IF 14, etc.

[0035] The server 200 has a function of communicating with each user terminal 100 and supporting the user terminal 100 in progressing through the game. If the game is a multiplayer game, the server 200 may have a function of communicating with each user terminal 100 participating in the game and mediating interactions between the user terminals 100. The server 200 functions as a control unit 210 and a storage unit 220 through cooperation of the processor 20, memory 21, storage 22, communication IF 23, input / output IF 24, etc.

[0036] The memory unit 120 and the memory unit 220 store a game program, game information 132, and user information 133. The game program 131 is a game program executed by the user terminal 100. The game program 231 is a game program executed by the server 200. The game information 132 is data referenced by the control unit 110 and the control unit 210 when executing the game program. The user information 133 is data related to the user's account. In the memory unit 220, the game information 132 and the user information 133 are stored for each user terminal 100. The game information 132 stored in the memory unit 220 also includes a probability table that defines the selection probability for each character to be selected in the lottery process. The probability table will be described in detail later.

[0037] <Functional configuration of server 200> The control unit 210 executes the game program 231 stored in the storage unit 220 to exercise overall control over the server 200. For example, the control unit 210 transmits various data, programs, etc. to the user terminal 100. The control unit 210 receives some or all of the game information or user information from the user terminal 100. If the game is a multiplayer game, the control unit 210 may receive a request for multiplayer synchronization from the user terminal 100 and transmit data for synchronization to the user terminal 100.

[0038] The control unit 210 functions as a lottery execution unit 212 in accordance with the description of the game program 231. The control unit 210 can also function as other functional blocks (not shown) to support the progress of the game in the user terminal 100 in accordance with the nature of the game to be executed.

[0039] In response to a request from the user terminal 100, the lottery execution unit 212 executes a lottery to select a character that can be used in the game, and transmits the result of the lottery to the user terminal 100 that has made the request.

[0040] <Functional Configuration of User Terminal 100> The control unit 110 executes the game program 131 stored in the storage unit 120 to exercise overall control over the user terminal 100. For example, the control unit 110 progresses the game in accordance with the game program 131 and user operations. Furthermore, while the game is progressing, the control unit 110 communicates with the server 200 as necessary to send and receive information.

[0041] The control unit 110 functions as an operation reception unit 111, a lottery unit 112, a determination unit 113, an object management unit 114, a game progression unit 115, and a display control unit 116 in accordance with the description of the game program 131. The control unit 110 can also function as other functional blocks (not shown) in order to progress the game in accordance with the nature of the game being executed.

[0042] The operation acceptance unit 111 detects and accepts an input operation by a user on the input unit 151. For example, the operation acceptance unit 111 detects the coordinates of the input position on the input unit 151 of the above-mentioned input operation, and identifies the type of the input operation. The operation acceptance unit 111 identifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like.

[0043] The lottery unit 112 requests the server 200 to hold a lottery to select a character available in the game. The lottery unit 112 also obtains the lottery result from the server 200. For example, the lottery unit 112 requests the server 200 to hold a lottery in exchange for a consumable item held by the user. The lottery unit 112 may also request the server 200 to hold a lottery when other conditions are met in the game.

[0044] The determination unit 113 executes various determination processes required for the progress of the game. For example, the determination unit 113 determines whether or not a user operation has been performed to instruct the execution of a lottery process.

[0045] The object management unit 114 manages various objects, such as characters, that can be used by the user in the game. For example, the object management unit 114 stores information representing the objects that can be used by the user in the storage unit 120, thereby assigning the objects to the user.

[0046] The game progression unit 115 performs various processes related to the execution of the game. For example, the game progression unit 115 interprets the user's instructions indicated by the coordinates of the input position of the input operation received by the operation reception unit 111 and the type of operation, and performs processing to progress the game based on this interpretation.

[0047] The display control unit 116 outputs a game screen that reflects the results of processing executed by each unit of the control unit 110 to the display unit 152 of the touch screen 15. The display control unit may display a game screen that includes images generated by each unit of the control unit 110 on the display unit 152. The display control unit may also draw a graphical user interface (hereinafter, GUI) superimposed on the game screen.

[0048] The functions of the server 200 and the user terminal 100 shown in FIG. 2 are merely examples. The server 200 may have at least some of the functions of the user terminal 100. The user terminal 100 may also have at least some of the functions of the server 200. Furthermore, devices other than the user terminal 100 and the server 200 may be components of the game system 1, and some of the processing in the game system 1 may be executed by these other devices. In other words, the computer that executes the game program in this embodiment may be any of the user terminal 100, the server 200, and other devices, or may be realized by a combination of these multiple devices.

[0049] <Game screen example> FIG. 3 is a diagram showing an example of a play screen of a stage displayed on the display unit 152 of the user terminal 100 in a game based on the game system 1 of this embodiment.

[0050] FIG. 3(A) shows a puzzle screen displayed by the game progression unit 115, and is an example of a play screen for the stage described above. This puzzle screen is composed of a board including multiple puzzle elements 501 and a launch pad 502. The multiple puzzle elements 501 are arranged on the board. Each puzzle element 501 displays one of multiple types of characters. One of the character elements 503 may be placed on the launch pad 502. When a character element 503 on the launch pad 502 is operated, the game progression unit 115 launches the character element 503 to collide with at least some of the multiple puzzle elements 501, and changes the position of the multiple puzzle elements 501 in response to the collision. At this time, if a predetermined number or more of the puzzle elements 501 displaying the same type of character as the launched character element 503 are arranged consecutively among the multiple puzzle elements 501, the game progression unit 115 removes those puzzle elements 501 from the board. The game progression unit 115 also calculates a play result based on the removed puzzle elements 501. The play result is represented, for example, by the number of puzzle elements 501 of the same type that are removed consecutively (the number of chains).

[0051] Here, the character element 503 that can be set on the launching pad 502 is any of the characters owned by the user. For example, the game progression unit 115 may display a selection screen that allows the user to select a character element 503 to set on the launching pad 502 from a list 504 of owned characters. FIG. 3(B) is an example of the selection screen. The selection screen includes a list 504 of owned characters. In this example, the list 504 includes three characters: "Star," "Heart," and "Luna." It is assumed in this example that "Star" has been selected from the list 504. The selection screen also includes a parameter display 505 related to the selected character. The selection screen also includes a "Set" button 506 that instructs the user to set the character element 503 of the selected character on the launching pad 502.

[0052] In this example, parameter display 505 displays the parameters for the selected character "Star," including a level of 23 and a unit score of 454. When the character is first assigned to the user, the level is set to an initial value (e.g., 1). The level also increases, for example, according to the accumulated score achieved by the character during play. The level also increases, for example, when a character identical to the character is assigned to the user. The unit score is the unit score when the character is removed from the board during play. The unit score increases as the level increases. When one of the held capsules is opened and a character is obtained, the new character is added to list 504 on the selection screen. Alternatively, if the opened character obtained is an existing character, the level of the character increases.

[0053] <Overall lottery processing flow> Next, an example of the processing flow of the entire lottery processing in this game will be described step by step with reference to FIG. 4. Note that the processing based on the following description is an example, and the invention according to this embodiment is not limited to a specific configuration. Furthermore, in the following description, among the series of processing steps described using flowcharts, at least some of the steps described as being executed by the user terminal 100 may be executed by the server 200. Furthermore, at least some of the steps described as being executed by the server 200 may be executed by the user terminal 100. FIG. 4 is a flowchart showing the processing flow of the entire lottery processing.

[0054] In step S101, the determination unit 113 determines whether a user operation has been performed to instruct the execution of a lottery process. If the determination unit 113 determines that the execution of a lottery process has been instructed (YES in step S101), the process of step S102 is then executed. On the other hand, if the determination unit 113 determines that the execution of a lottery process has not been instructed (NO in step S101), the process based on the flowchart of FIG. 4 ends. An example screen related to the lottery process will be described later. In this embodiment, the lottery process is executed based on a user operation, but the present invention is not limited to this form. For example, the lottery unit 112 may automatically execute the lottery process when a predetermined condition set in the game is satisfied.

[0055] The lottery process is executed in exchange for a predetermined consumable item that can be used in the game. Each time the lottery process is executed, the game program subtracts the corresponding value from the predetermined consumable item stored in memory in association with the user. For example, the amount of value subtracted in the lottery process is proportional to the number of consumable items. The predetermined consumable item may be a valuable item that is sold for a fee, or may be an item that can be obtained free of charge during game play.

[0056] In step S102, the lottery unit 112 requests the server 200 to execute a lottery process for selecting n characters. In detail, the lottery unit 112 requests the server 200 to execute a lottery process n times to select one of a plurality of characters including a specific character (an example of the target game media) based on a selection probability set for each of the plurality of characters.

[0057] In step S103, the lottery execution unit 212 executes a lottery process to select n characters so that at least k characters of A rank or higher are included. In step S104, the object management unit 114 grants the selected n characters to the user. The granting of the characters is intended to associate the selected characters with the user and store them in memory 11. The control unit 110 causes the display unit 152 to display a screen indicating that the user has acquired the n characters.

[0058] <Example of a screen and probability table related to lottery processing> Next, an example of a screen and an example of a probability table that defines the probability of each character being selected in the lottery process when performing the lottery process, which is one aspect of the present invention, will be described. Figure 5(A) is a diagram showing an example of a screen that accepts instructions for the lottery process.

[0059] In FIG. 5(A), icons 302a and 302b show the appearance of characters that can be selected in the lottery process. Text 304a and 304b show the names of the characters represented by icons 302a and 302b, respectively. Icons 306a and 306b show the rarity of the characters represented by icons 302a and 302b, respectively. Four stars corresponds to a rarity of S rank. Three, two, and one star correspond to rarity of A, B, and C rank, respectively. Icon 308 indicates that the character shown nearby, in this case "Robo," is a new character that has been added since a predetermined date and time and can be selected in the lottery process.

[0060] Button 310 is an example of a UI object that instructs transition to a screen that displays a probability table. Button 312 is an example of a UI object that instructs execution of a lottery process once in exchange for five consumable items that can be used in the game. Button 314 is an example of a UI object that instructs execution of a lottery process ten times in total in exchange for fifty consumable items.

[0061] When the determination unit 113 determines that a selection operation has been performed on the button 310 on the screen shown in Fig. 5(A), the control unit 110 then causes the display unit 152 to display the screen shown in Fig. 5(B). Fig. 5(B) is a diagram showing an example of a screen including a probability table 318.

[0062] Text 316 is a display for informing the user of the contents of the lottery process. Specifically, text 316 shows an example of a procedure for including at least three specific characters in the lottery results in 10 consecutive lottery processes (so-called 10 consecutive gacha) corresponding to button 314.

[0063] As shown in text 316, in this embodiment, when consecutive lottery processes are performed to select multiple characters in response to user operation, the method of the selection process for the (i-1)th time is switched between a normal lottery process (an example of a first processing method) and a redraw process (an example of a second processing method) described below, depending on the number of lotteries up to the (i-1)th time and the number of coins of the specific character acquired up to the (i-1)th time. Specifically, for example, the method of the selection process for the 8th time and thereafter is switched depending on the number of coins of the specific character acquired up to the 7th time. Details of the normal lottery process and the redraw process will be described later. Also, in this embodiment, a form will be described in which the specific character is a character (target game medium) of A rank or higher.

[0064] The probability table 318 shows the name and rank of each character, the selection probability set for each character, and the total probability that a character of each rank will be selected. The selection probabilities set for each character may be different from each other, or some or all of them may be the same. In this embodiment, the selection probability differs for each rank, and the selection probability is the same for characters of the same rank. Note that the selection probability may be set for each identifier of the character to be selected.

[0065] Furthermore, the characters that can be selected in the lottery process may include new characters that have become available after a predetermined time. For example, new characters may be added as characters available for selection at predetermined intervals or at any time, or may replace some of the characters that are already available for selection. This allows the user to expect that a character that has become available after a predetermined time will be awarded as a character of A rank or higher that will definitely be included in the results of successive lotteries, thereby increasing the user's motivation to instruct the execution of successive lotteries. Furthermore, the characters that can be selected may include characters that are only available for a predetermined time. For example, a character may be added as a character available for selection at a predetermined time, and then removed from the characters available for selection at a predetermined time. This allows the user to expect that a character that is only available for a predetermined time will be awarded as a character of A rank or higher that will definitely be included in the results of successive lotteries, thereby increasing the user's motivation to instruct the execution of successive lotteries.

[0066] The one-time lottery process for selecting one character starting from button 312 can be explained by replacing n times with 1 time and n characters with 1 character in the process based on the flowchart of Figure 4.

[0067] When a selection operation is performed on button 314 on the screen shown in FIG. 5(A), the screen shown in FIG. 6(A) is subsequently displayed. FIG. 6(A) is a diagram showing an example of a confirmation screen regarding the execution of a total of 10 consecutive lottery processes. Here, text 621 indicates the number of consumable items currently associated with the user, in other words, the number of consumable items possessed by the user. Buttons 622 and 623 are examples of UI objects that instruct whether or not to execute the lottery processes. Here, when a selection operation is performed on button 622, for example, the screen transitions to the screen shown in FIG. 5(A). When a selection operation is performed on button 623, consecutive lottery processes are executed, and the screen shown in FIG. 6(B) is displayed. Note that the selection operation on button 623 corresponds to "when an instruction to execute the lottery processes is given" in the determination of step S101 in the flowchart of FIG. 4.

[0068] 6(B) is a diagram showing an example of a screen showing the results of a series of lottery processes. Here, icon 626 indicates the rank of the character shown nearby. For example, the rarity of the character "Tear" is A rank. Also, the rarity of the characters "Bear" and "Robo" is S rank.

[0069] The display order of the objects is not limited to the order in which they were selected in the lottery process, and may be configured to display them in order from highest ranked object to lowest ranked object, for example. Also, in FIG. 6(B), objects with higher ranks may be displayed in a display form in which they are adorned with gorgeous decorations. Also, text 628 indicates the number of remaining consumable items associated with the user. When a selection operation is performed on button 627, the screen transitions to, for example, the screen shown in FIG. 5(A). The above is the flow of screen transitions in the lottery process. Also, the single lottery process when a selection operation is performed on button 312 in FIG. 5(A) can be similarly explained by replacing the number of lottery draws in the above explanation with 10 draws.

[0070] <Example of Flowchart of Lottery Process According to First Embodiment> 7 is a flowchart showing the flow of a lottery process for selecting n characters in the first embodiment. The processing example described below is an example of the processing of step S103 shown in FIG. 4. In one aspect of this embodiment, the lottery executing unit 212 executes a lottery process for selecting n characters (n is an integer of 2 or more) from a group of characters available in a game based on the game program 121 in response to a user operation, and grants the selected n characters to the user. Here, the n characters are selected such that at least k (k is an integer of 1 or more and n or less) characters of A rank or higher are included among the n characters.

[0071] In this embodiment, a case where n=10 and k=3 will be described. Naturally, n and k are not limited to these values. For example, n=11 and k=2 may also be used.

[0072] First, in step S201, the lottery execution unit 212 executes a normal lottery process in the first selection process. The normal lottery process is a process of selecting a character using, for example, the probability table 318. As a result, one character is selected from a group of characters.

[0073] Next, in step S202, the lottery execution unit 212 determines whether the selection process executed in step S201 is the nk-th selection process. If it is determined that the selection process is not the nk-th selection process (No in step S202), the lottery execution unit 212 returns the process to step S201. On the other hand, if it is determined that the selection process is the nk-th selection process (Yes in step S202), the lottery execution unit 212 transitions the process to step S203. Note that the lottery process may, in some situations, be a process in which a single process of selecting one character is executed multiple times, or, in other situations, may be a process in which a process of selecting multiple characters at once is executed only once. In any case, as a result of the first to nk-th (seventh in this example) executions of the normal lottery process, nk (seven in this example) characters of any of B rank to S rank are selected.

[0074] Next, in step S203, the lottery execution unit 212 determines whether the following equation is satisfied when the number of lottery draws up to now is i-1 and the number of characters of A rank or higher acquired in the lottery up to the (i-1)th draw is j. i-1-(nk)=j (1)

[0075] If the above formula (1) is not satisfied (No in step S203), in step S204, the lottery execution unit 212 executes a normal lottery process as the i-th lottery process. Specifically, if the number of lotteries up to the i-1th lottery is 7, then i-1-(nk)=j, i=8, so j=0. Therefore, if the number (j) of characters of A rank or higher acquired in the first 7 lottery processes is a number other than 0 (i.e., 1 or more), the above formula (1) is not satisfied, and the lottery execution unit 212 executes a normal lottery process in the 8th lottery process. In this way, even if no character of A rank or higher is obtained in the i-th lottery process, if it is guaranteed that there will be k or more characters of A rank or higher at the end of n lotteries, the lottery execution unit 212 executes a normal lottery in the i-th lottery process. After step S204 is completed, the lottery execution unit 212 proceeds to step S206.

[0076] On the other hand, if the above formula (1) is satisfied (Yes in step S203), in step S205, the lottery execution unit 212 executes a redraw process as the i-th lottery process. The redraw process is a process in which, using the probability table 318, character selection is repeated until a character of A rank or higher is selected. That is, the lottery execution unit 212 repeatedly executes the character selection process in the i-th lottery process until a character of A rank or higher is selected. Specifically, if the number (j) of characters of A rank or higher acquired in the first seven lottery processes is 0, the above formula (1) is satisfied, and the lottery execution unit 212 executes a redraw process in the eighth lottery process. In this way, if no character of A rank or higher is obtained in the i-th lottery process, it cannot be guaranteed that the number of characters of A rank or higher will be k or more at the end of n lotteries, the lottery execution unit 212 executes a redraw lottery instead of the normal lottery process in the i-th lottery process. That is, if a character of A rank or higher is not selected in the eighth lottery process, the lottery execution unit 212 executes a redraw process in the eighth lottery process only if it cannot be guaranteed that three or more characters of A rank or higher will be selected among the ten characters selected in the ten consecutive lottery processes. After step S205 is completed, the lottery execution unit 212 proceeds to step S206.

[0077] Next, in step S206, the lottery running unit 212 determines whether the i-th lottery process is the n-th lottery process, that is, whether i=n. If it is determined that i=n is not true (No in step S206), the lottery running unit 212 returns the process to step S203. Specifically, since it is determined that i=n is not true after the eighth execution of the lottery process, the lottery running unit 212 returns to step S203 and determines whether or not the above formula (1) is satisfied when i=9.

[0078] When i=9, j=1 because i-1-(nk)=j, i=9. That is, if the number (j) of characters of A rank or higher acquired in the first eight lottery processes is a number other than 1, the above formula (1) is not satisfied. Note that, since the number of characters of A rank or higher acquired by the eighth selection process is at least 1, j cannot be less than 1 (i.e., 0) when i=9. Therefore, when j<1 when i=9, the above formula (1) is not satisfied, and the lottery execution unit 212 executes the normal lottery process in the ninth lottery process. On the other hand, when j=1 when i=9, the above formula (1) is satisfied, and the lottery execution unit 212 executes the redraw process in the ninth lottery process. In this way, the lottery execution unit 212 executes the redraw process only when it cannot be guaranteed that there will be three or more characters of A rank or higher in total if no characters of A rank or higher are selected in the lottery process in the ninth lottery process as well. After executing the normal lottery process or the redraw process in the ninth lottery process, the lottery running unit 212 again proceeds to step S206.

[0079] In step S206 after the ninth lottery process is executed, it is determined that i=n is not the case, so the lottery running unit 212 returns to step S203 and determines whether or not the above formula (1) is satisfied when i=10.

[0080] When i=10, j=2 because i-1-(nk)=j, i=10. In other words, if the number of acquired characters (j) of A rank or higher acquired in the first 9 lottery processes is a number other than 2, the above formula (1) is not satisfied. Note that, since the number of acquired characters of A rank or higher is at least 2 by the 9th selection process, j will not be a number less than 2 (i.e., 0 or 1) when i=10. Therefore, when j<2 when i=10, the above formula (1) is not satisfied, and the lottery execution unit 212 executes a normal lottery process in the 10th lottery process. On the other hand, when j=2 when i=10, the above formula (1) is satisfied, and the lottery execution unit 212 executes a redraw process in the 10th lottery process. In this way, if a character of A rank or higher is not selected in the tenth lottery process, the lottery execution unit 212 executes a redraw process only when it cannot be guaranteed that there will be three or more characters of A rank or higher in total. After executing the normal lottery process or the redraw process in the tenth lottery process, the lottery execution unit 212 proceeds to step S206 again.

[0081] If it is determined in step S206 that i=n (Yes in step S206), in step S207 the lottery execution unit 212 determines the n characters selected in the first to nth lottery processes as the lottery results and awards them to the user. In step S206 after the tenth lottery process has been executed, i=n, ​​so the lottery execution unit 212 awards the ten characters selected in the first tenth lottery processes to the user. At this time, if at least three or more characters of A rank or higher are included among the ten characters, Specifically, the lottery execution unit 212 notifies the user terminal 100 of the lottery result, and in response to the notification, the user terminal 100 stores 10 characters, including at least three characters of A rank or higher, in association with the user in the storage unit 120. This completes the lottery process in which three or more characters of A rank or higher are definitely output.

[0082] 7, whether or not formula (1) is satisfied is determined in each of the eighth to tenth selection processes, and whether to execute the normal lottery process or the redraw process is switched accordingly, but this is not limited to this example. If it is determined that the guaranteed number cannot be achieved unless a character of A rank or higher is drawn in the eighth lottery process, the lottery execution unit 212 executes the redraw process in the eighth lottery process, and may also be controlled to automatically execute the redraw process in the ninth and tenth lottery processes.

[0083] <Major Effects of the First Embodiment> According to this embodiment, the lottery execution unit 212 is configured to execute a lottery process in response to a user's operation, in which n characters (n is an integer equal to or greater than 2) are selected from a group of characters (an example of game media) available in the game, and to grant the n characters selected in the lottery process to the user. During execution of the lottery process, the lottery execution unit 212 selects n characters such that at least k (k is an integer equal to or greater than 1 and equal to or less than n) characters of rank A or higher (an example of target game media) are included in the group of characters, and switches the method of the i-th lottery process depending on the number of lotteries up to the (i-1)th time and the number of characters of rank A or higher acquired up to the (i-1)th time. This configuration allows for efficient execution of the lottery process for selecting n characters such that at least k characters of rank A or higher are included.

[0084] Furthermore, in this embodiment, the lottery execution unit 212 may switch between the normal lottery process and the redraw process in the lottery process from the n-k+1th time onwards. Specifically, the lottery execution unit 212 is configured to execute the redraw process in the i-th selection process if i-1-(nk)=j, where j is the number of characters of A rank or higher acquired in the i-1th selection process, and to execute the normal lottery process in the i-th selection process if i-1-(nk)≠j. In this way, by executing the redraw process only when it becomes impossible to achieve the guaranteed number of characters of A rank or higher if no characters of A rank or higher are selected in the i-th selection process, it is possible to prevent the number of characters that are definitely included in the lottery process (guaranteed number) from being more than necessary, i.e., to prevent the guaranteed number from fluctuating as much as possible.

[0085] In addition, in this embodiment, the lottery execution unit 212 may execute the normal lottery process and the redraw process using a single probability table (an example of a selection table). As described above, according to the lottery processing method adopted in this embodiment, it is sufficient to use only one set of probability tables, and the lottery process becomes easier. Therefore, it is possible to prevent the processing load on the server 200 from becoming too high when selecting n characters.

[0086] Furthermore, in this embodiment, information regarding the probability of selecting a character of rank A or higher from among a plurality of characters is provided to the user in the form of, for example, probability table 318. In this way, by providing the user with the selection probability of a character of rank A or higher, it is possible to improve the user's satisfaction with the game.

[0087] <Software implementation example> The control blocks of the control unit 210 (particularly, the lottery execution unit 212) and the control blocks of the control unit 110 (particularly, the lottery unit 112, the judgment unit 113, the object management unit 114, and the game progression unit 115) may be realized by a logic circuit (hardware) formed on an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit).

[0088] In the latter case, an information processing device equipped with control unit 210 or 110, or both, includes a CPU that executes instructions for a program, which is software that realizes each function; a ROM (Read Only Memory) or storage device (these are referred to as "recording media") on which the program and various data are recorded so as to be readable by a computer (or CPU); and a RAM (Random Access Memory) on which the program is deployed. The object of the present invention is achieved when the computer (or CPU) reads and executes the program from the recording media. The recording media may be "non-transitory tangible media," such as tapes, disks, cards, semiconductor memories, and programmable logic circuits. The program may also be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves). One aspect of the present invention may also be realized when the program is embodied by electronic transmission in the form of a data signal embedded in a carrier wave.

[0089] <Selection Table According to the Second Embodiment> FIG. 8 shows an example of an object selection table 800 that can be used in the game in the second embodiment. 8, like the probability table 318 in the first embodiment, is used to grant one or more objects (game contents) to a user based on the result of a selection process executed by the server 200 in response to a user's input operation. In the second embodiment, examples of objects granted to a user include game characters, weapons, protective gear, accessories, and items for adjusting game character parameters, such as jobs. A job is typically a game character's occupation, such as warrior or wizard, and, by setting a job for a game character, the parameters of the game character can be adjusted or the skills that the game character can use can be determined.

[0090] In the game of the second embodiment, the object management unit 114 of the user terminal 100 constructs a deck including one or more characters designated by the user's operational input from among the characters available to the user. Here, a deck refers to, for example, a definition of one or more characters to be involved in an in-game event (e.g., a battle event). The object management unit 114, for example, stores information about the constructed deck in the storage unit 120, and enables the in-game event to proceed based on the deck.

[0091] Furthermore, the object management unit 114 sets an object selected from the objects assigned to the user in an object setting frame (hereinafter also referred to as a setting frame) provided for the character selected by the user based on an input operation by the user. One or more setting frames may be provided for each character, or a predetermined number of setting frames may be provided for each character. Furthermore, the setting frame may have a predetermined type of object that can be set. As setting frames, for example, a setting frame for weapons, a setting frame for armor, a setting frame for accessories, a setting frame for jobs, etc. may be provided.

[0092] 8, object selection table 800 stores, in association with object ID 801 for identifying an object, a corresponding character 802, a job type 803, a weapon type 804, a rarity level 805, and a selection probability 806. Note that it is sufficient that object selection table 800 stores at least selection probability 806 in association with object ID 801, and may also store items other than those mentioned above (for example, object parameters, etc.).

[0093] The objects stored in the object ID 801 column belong to either the job or weapon category. Hereinafter, objects belonging to the job category may be referred to as job objects, and objects belonging to the weapon category may be referred to as weapon objects.

[0094] A job object corresponds to a character shown in the corresponding character 802 column. For example, a job object with an object ID of "1101" corresponds to a character "C1." This indicates that the job object can only be set for the character C1. In other words, the characters that can be set for a job object are predetermined. For example, job objects with object IDs of "1101" to "1103" can only be set for the character C1, and job objects with object IDs of "1201" to "1202" can only be set for the character C2.

[0095] The job type of the job object is stored in the job type 803 column. In the job type 803 column, for example, the job type "J1" represents a warrior, "J2" represents an archer, "J3" represents a wizard, and "J4" represents a musketeer. The job type may be a general type common to each character, or may be unique to each character. The type of weapon object that can be equipped may also be determined depending on the type of job. For example, since the job objects with object IDs "1103" and "1201" have the same job type "J3," the types of weapon objects that can be equipped based on these job objects may be the same.

[0096] The characters to which a weapon object can be assigned are not predetermined, but the weapon type shown in the weapon type column 804 is set. For example, the weapon objects with object IDs "5101" and "5102" both have the weapon type "W1" (for example, sword), and the weapon objects with object IDs "5201" and "5202" both have the weapon type "W2" (for example, magic wand). Note that weapon types are not particularly limited, and examples include swords, spears, hammers, guns, bows, and magic wands.

[0097] The rarity level 805 column stores the rarity level of each object. In the example of FIG. 8, the rarity level increases in the order of N, R, and SR. The selection probability 806 column stores the selection probability of each object. The selection probability may be set individually for each object, or may be set uniformly according to the rarity level. Furthermore, even if the rarity level is the same, the selection probability may be set differently for job objects and weapon objects.

[0098] In the second embodiment as well, when it is determined that the instruction from the user requests object selection processing, the lottery executing unit 212 executes lottery processing to select a total of n job objects and weapon objects, with reference to the object selection table 800. The lottery executing unit 212 executes lottery processing such that, for example, k or more job objects are included among the n objects selected as a result of the lottery processing.

[0099] The method of lottery processing in the second embodiment is the same as the flowchart shown in Fig. 7. That is, when the number of acquired job objects acquired in the lottery processing up to the (i-1)th time is j, if i-1-(nk) = j, the lottery execution unit 212 executes a redraw process using the object selection table 800 in the i-th selection processing, and if i-1-(nk) ≠ j, the lottery execution unit 212 executes a normal lottery process using the object selection table 800 in the i-th selection processing. In this way, even in the second embodiment, by executing a redraw process only when the guaranteed number of job objects cannot be achieved if a job object is not selected in the i-th selection processing, it is possible to prevent an over-variance in the number of acquired job objects as much as possible.

[0100] Furthermore, in the second embodiment, job objects and weapon objects are included in the same object selection table 800. This makes it possible to reduce the number of tables and simplify the display screen for selection processing compared to when a selection table containing only job objects and a selection table containing only weapon objects are provided.

[0101] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention.

[0102] [Additional Notes] The contents of the present disclosure are listed as follows:

[0103] (Item 1) A game program executed by a computer having a processor and a memory, The game program causes the processor to: a step of executing a selection process in response to a user's operation to select n game media (n is an integer of 2 or more) from a group of game media available for use in a game based on the game program, wherein the n game media are selected such that at least k target game media (k is an integer of 1 or more and n or less) having a predetermined attribute are included; a step of granting the n game contents selected in the selection process to the user; Execute In the step of executing the selection process, a step of switching the method of the i-th selection process according to the number of selection processes up to the (i-1)th selection process and the number of target game media acquired up to the (i-1)th selection process; A game program to be executed by the processor. This allows for efficient execution of the process of selecting multiple game media that definitely include a predetermined number of target game media, and in particular, prevents overshooting of the number of target game media that definitely include the target game media, i.e., the guaranteed number.

[0104] (Item 2) Item 2. The game program according to item 1, wherein the switching step is executed in the selection process from the n-k+1th time onward. This makes it possible to easily suppress any overshoot in the guaranteed number of sheets.

[0105] (Item 3) 3. A game program as described in claim 1 or 2, wherein in the step of switching the method of the i-th selection processing, the selection processing method is switched between a first processing method of selecting the game medium using a single selection table and a second processing method of repeatedly selecting the game medium using the single selection table until the target game medium is selected. This allows for more efficient processing to ensure that a predetermined number of target game media are included among the multiple game media, and also ensures that the number of target game media does not exceed the limit. Furthermore, by using a single selection table, a predetermined number of target game media can be included with certainty, making the selection process easier.

[0106] (Item 4) A game program as described in item 3, in which, when the number of target game media acquired in the selection processes up to the i-1th time is j, if i-1-(nk)=j is satisfied, the second processing method is executed in the i-th selection process. If the target game medium is not selected in the i-th selection process, the second method, the redraw process, is executed only when the guaranteed number of target game mediums cannot be achieved, thereby effectively suppressing any overshoot in the number of target game mediums acquired.

[0107] (Item 5) 5. A game program according to item 4, wherein if i-1-(nk)≠j, the first processing method is executed in the i-th selection process. If there is a possibility that the guaranteed number of target game media can be achieved even if the target game media is not selected in the i-th selection process, it is preferable to execute the normal selection process, which is the first method.

[0108] (Item 6) 6. A game program according to any one of items 1 to 5, wherein the target game medium has a rarity equal to or greater than a reference value or a predetermined attribute. It is preferable that the target game media include the above-mentioned game media.

[0109] (Item 7) 7. A game program according to any one of items 1 to 6, further comprising causing the processor to execute a step of providing the user with information regarding the probability that the target game medium will be selected from the group of game media. According to this configuration, by providing the user with the probability that a predetermined number of target game contents will definitely be included, it is possible to improve the user's satisfaction with the game.

[0110] (Item 8) A method for a computer having a processor and a memory to execute a game program, comprising: The method further comprises the processor: a step of executing a selection process in response to a user's operation to select n game media (n is an integer of 2 or more) from a group of game media available for use in a game based on the game program, wherein the n game media are selected such that at least k target game media (k is an integer of 1 or more and n or less) having a predetermined attribute are included; a step of granting the n game contents selected in the selection process to the user; performing In the step of executing the selection process, A method including a step of switching the method of the i-th selection process depending on the number of selection processes up to the i-1th time and the number of target game media acquired up to the i-1th time. The method according to this item has the same effects as the game program according to item 1.

[0111] (Item 9) An information processing device, The information processing device includes: a storage unit for storing a game program; a control unit that controls the operation of the information processing device by executing the game program; Equipped with The control unit a selection process is executed in response to a user operation to select n game media (n is an integer of 2 or more) from a group of game media available for use in a game based on the game program, wherein the n game media are selected such that at least k (k is an integer of 1 or more and n or less) target game media having a predetermined attribute are included; The n game contents selected in the selection process are granted to the user, The control unit, when executing the selection process, An information processing device configured to switch the method of the i-th selection process depending on the number of selection processes up to the (i-1)th time and the number of target game media acquired up to the (i-1)th time. The information processing device according to this item has the same effects as the game program according to item 1. [Explanation of symbols]

[0112] 1: Game system, 2: Network, 10: Processor, 11: Memory, 12: Storage, 13: Communication interface (IF), 15: Touch screen, 20: Processor, 21: Memory, 22: Storage, 100: User terminal, 110: Control unit, 111: Operation reception unit, 112: Lottery unit, 113: Determination unit, 114: Object management unit, 115: Game progression unit, 116: Display control unit, 120: Memory unit, 121, 131: Game program, 132: Game information, 133: User information, 151: Input unit, 152: Display unit, 200: Server, 210: Control unit, 212: Lottery execution unit, 220: Memory unit, 231: Game program, 318: Probability table, 800: Object selection table, 803: Job type, 804: Weapon type

Claims

1. On the computer, executing a selection process for selecting two or more media so that a predetermined number of target media belonging to a first category are included; During the selection process, a method of the selection process is switched according to the number of acquisitions of the target media before the selection process is completed; a selection table used before the switching and a selection table used after the switching include media of the first category and media of a second category different from the first category; the media belonging to the first category and the media belonging to the second category are media set for a character used by a user, and are set in different setting frames; a program for repeatedly selecting a medium using the selection table before the switching or the selection table after the switching until the predetermined number of target media have been selected;

2. A computer, Execute a selection process to select two or more media so that a predetermined number of target media having predetermined attributes are included; During the selection process, a method of the selection process is switched according to the number of acquisitions of the target media before the selection process is completed; the selection table used after the switching includes the target medium and media other than the target medium; the plurality of media included in the selection table used before the switching and the plurality of media included in the selection table used after the switching have at least a portion in common; a program for repeatedly selecting a medium using the selection table before the switching or the selection table after the switching until the predetermined number of target media have been selected;

3. An information processing system including one or more information processing devices, performing a selection process for selecting two or more media so that a predetermined number of target media belonging to a first category are included; During the selection process, a method of the selection process is switched according to the number of acquisitions of the target media before the selection process is completed; a selection table used before the switching and a selection table used after the switching include media of the first category and media of a second category different from the first category; the media belonging to the first category and the media belonging to the second category are media set for a character used by a user, and are set in different setting frames; an information processing system that repeatedly selects a medium using the selection table before the switching or the selection table after the switching until the predetermined number of target media have been selected;

4. An information processing system comprising one or more information processing devices, Execute a selection process to select two or more media so that a predetermined number of target media having predetermined attributes are included; During the selection process, a method of the selection process is switched according to the number of acquisitions of the target media before the selection process is completed; the selection table used after the switching includes the target medium and media other than the target medium; the plurality of media included in the selection table used before the switching and the plurality of media included in the selection table used after the switching have at least a portion in common; an information processing system that repeatedly selects a medium using the selection table before the switching or the selection table after the switching until the predetermined number of target media have been selected;

Citation Information

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