Information processing device, program, and information processing method
The information processing device adjusts determination regions based on calculated and displayed object positions to address display lag issues in shooting games, ensuring fair gameplay outcomes.
Patent Information
- Application Number
- JP2022099489
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-21
- Publication Date
- 2025-10-16
- Estimated Expiration
- 2042-06-21
AI Technical Summary
In shooting games, time lag between processing and display can lead to misreading of target positions, affecting game outcomes based on the user's playing environment.
An information processing device that adjusts determination regions based on the difference between calculated and displayed positions of objects, ensuring accurate hit determinations despite display delays.
Enables fair gameplay by considering the user's environment, reducing disadvantages from display lag and ensuring accurate action results.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing device, a program, and an information processing method. [Background technology]
[0002] Games in which objects placed in a virtual space fight each other are known. For example, Patent Document 1 discloses a technology for realizing smooth gameplay in a game in which characters fight while moving through a virtual space. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-067844 Summary of the Invention [Problem to be solved by the invention]
[0004] In shooting games, which require instantaneous decisions and operations, split-second decisions can make the difference between victory and defeat. However, depending on the user's playing environment, there can be a significant time lag between the processing results of the game device and their display on the screen, and this time lag can lead to a misreading of the target's position, which can have fatal consequences. In such cases, there is a problem in that the outcome of the game depends on the user's playing environment.
[0005] In view of the above circumstances, the present disclosure provides a technology that supports the provision of games that take into consideration the playing environment. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, there is provided an information processing device. The information processing device includes a control unit. The control unit is configured to execute a display step, a control step, and a determination step. In the display step, a virtual space is displayed on a user's display. A first object and a second object are placed at a position in the virtual space. The first object is an object that moves based on a user's operation input via a user terminal. In the control step, the second object is caused to perform a specific action. The specific action is an action taken against the first object. In the determination step, a result of the specific action is determined based on a difference between a calculation position, which is the position of the second object used in calculation processing of the specific action, and a display position, which is the position of the second object displayed on the user's display, at the time the specific action is executed.
[0007] According to the present disclosure, it is possible to provide a technology that supports the provision of games that take into consideration the playing environment. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] 2 is a block diagram showing the functional configuration of a control unit 23 in an information processing device 2 according to the present embodiment. FIG. [Figure 3] 2 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. FIG. [Figure 4] FIG. 10 is a conceptual diagram showing an example of a determination region 7. [Figure 5] 10 is a conceptual diagram showing a state in which the first determination area 71 and the second determination area 72 come into contact with each other. [Figure 6] FIG. 10 is a conceptual diagram showing the flow of processing for each frame. [Figure 7] FIG. 10 is an image diagram showing the flow of processing when the frame rate is 12 fps. [Figure 8] 6A and 6B are conceptual diagrams showing enlarged displays of screens 601, 612, 701, and 712. [Figure 9] 10 is a conceptual diagram showing a distance 64 between a calculation position 61b and a display position 62b of a second determination region 72 associated with a second object 5b. [Figure 10] 10A and 10B are conceptual diagrams showing the second determination region 72 of the second object 5b before and after adjustment by the adjustment unit 234. FIG. [Figure 11] FIG. 4 is an image diagram showing an example of a screen displayed on the display 4a. [Figure 12] FIG. 4 is an image diagram showing an example of a screen displayed on the display 4a. [Figure 13] FIG. 13 is an image diagram showing an example of a member recruitment screen 1301. [Figure 14] FIG. 14 is an image diagram showing an example of a warning 1401 displayed before the start of a match. [Figure 15] FIG. 10 is an image diagram showing the flow of processing in a match between a first user and a second user. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of user terminals 3 are communicably connected to each other via a communication network 11, and a game is executed on the user terminals 3.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of a user terminal 3 controls one or more player characters PC in a virtual game space and pits the player characters PC against enemy characters EC, which are non-player characters NPC. The characters are an example of objects 5.
[0015] Games such as those described above are played using a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), a virtual reality (VR) game console such as Oculus VR (registered trademark) equipped with a VR headset, or a user terminal 3 which is an electronic device such as a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and multiple user terminals 3. The information processing device 2 stores game programs and game data, and manages the game data of the user terminals 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the multiple user terminals 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or user terminal 3 described below alone can also be an example of the information processing system 1.
[0017] The user terminal 3 executes a predetermined game based on the user's operation. To do so, the user terminal 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the user terminal 3. This account information is transmitted from the user terminal 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the user terminal 3. After logging in, the user terminal 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on the user's operations.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each user terminal 3 via a communication network 11 such as the Internet and a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, a request to start / end autoplay, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the user terminal 3 has received the game program, information regarding game media obtained through gacha, etc.
[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, and status information regarding the player character PC operated by the user, the amount of consumable media usable in the virtual game space, and information regarding parameters, all in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character PC, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0024] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the user terminal 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0026] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of the character used as the player character PC and items (weapons, armor, tools) used by the player character PC in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user database in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which the information processing device 2 randomly selects game media from a lottery list based on a predetermined selection ratio. The selected game media is then assigned to the user's user terminal 3. "Assigning game media selected through gacha to a user / owning the user" is synonymous with "associating / being associated with the game media selected through the lottery process with identification information identifying the user."
[0027] <User terminal 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the user terminal 3. The user terminal 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the user terminal 3 and the information processing device 2. Main information that the user terminal 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the user terminal 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on game media selected by lottery processing, etc.
[0029] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including part of the game program, account information for the user terminal 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the user terminal 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the user terminal 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the user terminal 3, which is the device itself, by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and the device may be implemented with multiple control units 33 for each function. A combination of these may also be used.
[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the user terminal 3, which is the user's own device. Specifically, the control unit 33 reads data such as the objects 5 and textures of the virtual game space included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the user terminal 3, which is the user's own device, when executing a game.
[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game audio in accordance with instructions from the control unit 33, and outputs the audio from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the user terminal 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0033] 2.2 Functional Configuration Next, a description will be given of the functional configuration of the control unit 23 of the information processing device 2. Here, the system according to this embodiment is realized by the information processing system 1, and in particular by the control unit 23.
[0034] 2 is a block diagram showing the functional configuration of the control unit 23 of the information processing device 2 according to this embodiment. The control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a reception unit 231, a game control unit 232, a display control unit 233, an adjustment unit 234, a determination unit 235, and a matching unit 236. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0035] The reception unit 231 is configured to be able to execute a reception step. In the reception step, the reception unit 231 is configured to be able to receive information via the communication unit 21 or the storage unit 22 and read this information into a working memory. In particular, the reception unit 231 is configured to receive various pieces of information via the communication network 11 and the communication unit 21. In this embodiment, the various pieces of information received by the reception unit 231 will be described as being stored in the storage unit 22.
[0036] In particular, the reception unit 231 is configured to be able to receive operation inputs made by the user via the input device 4c. The operation inputs include operation instructions given by operating predetermined commands, operation instructions given by pressing buttons displayed on the display 4a, etc. For example, the reception unit 231 receives operation inputs that instruct the player character PC to move, attack, defend, use items, use magic, recover stamina, and other actions.
[0037] The game control unit 232 is configured to be able to execute control steps. In the control steps, in this embodiment, the game control unit 232 executes calculation processing for a shooting game in which objects 5 placed in a virtual space fight each other, and progresses the game. Details will be described later. Note that, although an example of the control steps is a game in which a battle progresses based on a specific match format, which will be described later, the control steps executed by the game control unit 232 are not limited to games, and may be any steps that execute various controls of objects 5 in the virtual space. For example, in addition to a game in which each user acts according to a specific scenario in the virtual space, the control steps may also be a so-called metaverse in which there is no specific scenario in the virtual space and each user can act freely.
[0038] The display control unit 233 is configured to be able to execute a display step. In the display step, the display control unit 233 displays various pieces of information stored in the storage unit 32 or screens containing such information in a manner that is viewable on the user terminal 3. Specifically, the display control unit 233 controls visual information such as screens, images, icons, and messages to be displayed on the display 4a of the user terminal 3. The display control unit 233 may generate only rendering information for displaying the visual information on the user terminal 3.
[0039] The adjustment unit 234 is configured to be able to execute an adjustment step. In the adjustment step, if a condition is satisfied, the adjustment unit 234 executes an adjustment process for the determination region 7 associated with the object 5. Details will be described later.
[0040] The determination unit 235 is configured to be able to execute a determination step. In the determination step, for example, when an object 5 executes an attack action against another object 5, the determination unit 235 executes a hit determination based on the position 6 of the object 5 that executed the attack and the position 6 of the object 5 that is the target of the attack. Details will be described later.
[0041] The matching unit 236 is configured to be able to execute a matching step. In the matching step, the matching unit 236 selects at least one candidate from among a plurality of users to be an opponent in the game or a team member in the game. Details will be described later.
[0042] 3. Explanation of various information and terms In this section, various information, terms, etc. handled by the information processing system 1 will be explained.
[0043] The shooting game played in the information processing system 1 of this embodiment is, for example, an FPS (First Person Shooter). An FPS is a game played on a screen viewed from a first-person perspective, such as by a player character PC controlled by a user. The match format, for example, involves a battle against other player characters PC or non-player characters NPC, typically a battle royale format in which the match continues until a specific player character PC or non-player character NPC survives. The display control unit 233 displays a virtual space on the user's display 4a during the game match. By operating a player character PC located at any position 6 in the virtual space, the user can perform an attack action against another player character PC or non-player character NPC, who is the target of the player character PC. Note that position 6 refers to the coordinates of an object 5 located in the virtual space.
[0044] At least one determination area 7 is set in advance for each object 5 placed in the virtual space. The determination unit 235 determines whether an attack has hit the target object 5 by performing a contact determination to determine whether or not the objects 5 placed in the virtual space have come into contact with each other.
[0045] The game progresses in the information processing system 1 in units of frames. The game control unit 232 executes arithmetic processing for each frame and transmits status information 9 including the processing results to the user terminal 3. A frame indicates the time interval between arithmetic processing, transmission of processing results, generation of game images, etc. as the game progresses, and the unit of the number of screens updated per second is expressed in fps (frames per second). The status information 9 is information indicating the state of each object 5 in that frame, and includes, for example, position information, movement direction, rotation angle, movement speed, and acceleration of a first object 5a and a second object 5b placed at any position 6 in the virtual space.
[0046] Meanwhile, the user terminal 3 transmits operation information 8 related to the user's operation input to the information processing device 2 for each frame. The operation information 8 includes information that can identify the position 6 of the first object 5a and timestamp information that can identify the time when an operation instruction for the first object 5a was received. For example, in the case of 60 fps, the user terminal 3 transmits the operation information 8 to the information processing device 2 every 1 / 60 seconds. The game control unit 232 performs calculation processing based on the operation information 8 received from the user terminal 3. Note that the control unit 23 can refer to operation information 8 for several tens of past frames as necessary. The game control unit 232 updates the status information 9 based on the processing result. The display control unit 233 transmits the updated status information 9 to the user terminal 3. Furthermore, the user terminal 3 transmits a game image showing the object 5 being operated in the virtual space to the display 4a based on the status information 9 received from the information processing device 2. In this manner, the information processing device 2 and the user terminal 3 perform the above-described series of processes for each frame. As a result of the above-described series of processes, the number of screens updated per unit time on the display 4a of the user terminal 3 is referred to as the frame rate in this embodiment. The receiving unit 231 acquires information that can identify the frame rate from each user terminal 3. The information that can identify the frame rate is, for example, the frame rate value set by the user's selection, the average frame rate value in past quests, etc.
[0047] 4. Operation of Information Processing System 1 In this section, the flow of operations of the information processing system 1 described above will be explained.
[0048] 4.1 Overview of Information Processing FIG. 3 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. The flow of information processing will be outlined below with reference to this activity diagram. As an example of a preferred embodiment, a scene will be described in which a second object 5b, which is a non-player character NPC, performs an attack action against a first object 5a that moves in virtual space based on a user's operation input via the user terminal 3. As an example, it is assumed that the virtual space displayed on the display 4a is a two-dimensional space and the shape of the determination area 7 is circular.
[0049] First, the display control unit 233 displays the second object 5b, who is the opponent, on the display 4a (activity A101). Specifically, the display control unit 233 transmits status information 9 of the second object 5b to the user terminal 3 via the network and the communication unit 31. The control unit 33 of the user terminal 3 generates game image information in which the position 6 of the second object 5b is updated using the received status information 9. The display 4a displays the game image processed by the graphics processing unit 34a. A user viewing this game image inputs an operation instruction for the first object 5a to the input device 4c. For example, the operation unit 34c of the user terminal 3 accepts an operation input to move the first object 5a via the input device 4c. The control unit 33 transmits operation information 8 including information related to this operation input to the information processing device 2, together with the first object 5a indicating the time when the operation input was accepted.
[0050] The game control unit 232 causes the second object 5b to perform an attack action against the first object 5a (activity A102). Hereinafter, an action performed by the object 5 against another object 5 that is the opponent will be referred to as a specific action.
[0051] The determination unit 235 identifies the calculation position 61 of the first object 5a based on the operation information 8 (activity A103). The determination unit 235 identifies the calculation position 61 of the first determination area 71 associated with the first object 5a (activity A104).
[0052] The determination unit 235 also identifies the calculated position 61a of the second object 5b at the time the specific action is performed (activity A105).The determination unit 235 also identifies the calculated position 61b of the second determination area 72 associated with the second object 5b (activity A106).
[0053] Here, the determination unit 235 determines whether or not the attack by the second object 5b hits the first object 5a (activity A107). Specifically, for example, the determination unit 235 determines whether or not the attack by the second object 5b hits the first object 5a based on the positional relationship between the identified first determination area 71 and second determination area 72. That is, the determination unit 235 determines the result of the specific action based on the positional relationship between the first determination area 71 and second determination area 72.
[0054] More specifically, the determination unit 235 determines whether an attack by the second object 5b has hit the first object 5a based on whether the first determination area 71 and the second determination area 72 have come into contact with each other. If it is determined that the first determination area 71 and the second determination area 72 have come into contact with each other, the determination unit 235 determines that the attack has hit the first object 5a. In other words, the determination unit 235 determines that the effect of the specific action of the second object 5b has been achieved. .child Here, the effect of the specific action means that some kind of interaction occurs with the first object 5a due to the specific action of the second object 5b, and means, for example, an effect of inflicting damage on the first object 5a.
[0055] on the other hand , decidedThe determination unit 235 determines the result of the specific action based on at least one of the calculation position 61a and the display position 62a. Specifically, the determination unit 235 determines the result of the specific action based on the positional relationship between the calculation position 61a and the display position 62a. The calculation position 61a is the position 6 of the second object 5b used in the calculation processing of the specific action at the time when the specific action is performed. The display position 62a is the position 6 of the second object 5b displayed on the display 4a at the time when the specific action is performed.
[0056] More specifically, for example, the determination unit 235 determines the result of the specific action based on the difference between the calculation position 61 a and the display position 62 a at the time the specific action is executed. Note that the determination of the result of the specific action is not limited to determining it based on this difference, but in this embodiment, the determination of the result of the specific action based on this difference will be mainly illustrated, and a specific processing flow will be described below.
[0057] on the other hand ,a The process proceeds to activity A108. In activity A108, the determination unit 235 refers to the operation information 8 acquired from the user terminal 3. Based on the operation information 8 accepted from the user terminal 3 and the frame rate of the user terminal 3, the determination unit 235 identifies the display position 62a of the second object 5b that was displayed on the display 4a at the time the specific action was performed (activity A109). The determination unit 235 also identifies the display position 62b of the second determination area 72 associated with the second object 5b (activity A110).
[0058] The determination unit 235 identifies the difference between the calculation position 61b and the display position 62b. Specifically, the determination unit 235 calculates the distance 64 between two points of the center coordinates 73 of the circles 63 that form each of the second determination areas 72. Then, the determination unit 235 determines whether the distance 64 is equal to or greater than a threshold value.
[0059] If it is determined that the distance 64 is equal to or greater than the threshold, the adjustment unit 234 adjusts at least one of the range of the first judgment region 71 and the range of the second judgment region 72. Specifically, for example, the adjustment unit 234 reduces the range of the second judgment region 72 (activity A111). Specifically, the adjustment unit 234 reduces the radius of the circle 63 of the second judgment region 72. For example, the radius is reduced by 0.99, 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, or 0.1 times. Note that the radius may be within a range between any two of the numerical values exemplified here. In this way, the adjustment unit 234 adjusts at least one of the range of the first judgment region 71 and the range of the second judgment region 72 based on the positional relationship between the first judgment region 71 and the second judgment region 72 before the adjustment process is executed. , performance The adjustment process is executed on the condition that the difference between the calculated position 61b and the displayed position 62b is equal to or greater than a threshold value.
[0060] Next, the adjustment unit 234 determines again whether the first judgment area 71 and the second judgment area 72 have come into contact with each other, based on whether the first judgment area 71 and the second judgment area 72 have come into contact with each other (activity A112). That is, the determination unit 235 determines whether the first judgment area 71 and the second judgment area 72 have come into contact with each other, based on the positional relationship between the first judgment area 71 and the second judgment area 72 before the adjustment process is performed. , tone After performing the rectification process, the result of the particular operation is determined.
[0061] The game control unit 232 then updates the status information 9 of each object 5 based on the determined result (activity A113). The display control unit 233 then transmits the updated status information 9 to the user terminal 3 (activity A114). The control unit 33 of the user terminal 3 then generates game image information using the received status information 9. The graphics processing unit 34a performs drawing based on the game image information, converts it into a video signal, and transmits it to the display 4a. The display 4a displays the game image based on the video signal (activity A115).
[0062] <Summary> In summary, the information processing method executed by the information processing device 2 according to this embodiment includes the following steps. In the display step, a virtual space is displayed on the user's display 4a. A first object 5a and a second object 5b are placed at any position 6 in the virtual space. The first object 5a is an object 5 that moves based on a user's operation input via the user terminal 3. In the control step, the second object 5b is made to perform a specific action. The specific action is an action taken against the first object 5a. In the determination step, the result of the specific action is determined based on the difference between a calculation position 61, which is the position of the second object 5b used in the calculation processing of the specific action, and a display position 62, which is the position of the second object 5b displayed on the user's display 4a, at the time the specific action is executed.
[0063] According to another aspect, a program according to this embodiment causes a computer to execute the following steps. In the display step, a virtual space is displayed on the user's display 4a. A first object 5a and a second object 5b are placed at any position 6 in the virtual space. The first object 5a is an object 5 that moves based on a user's operation input via the user terminal 3. In the control step, the second object 5b is caused to perform a specific action. The specific action is an action taken against the first object 5a. In the determination step, the result of the specific action is determined based on the difference between a calculation position 61, which is the position of the second object 5b used in the calculation processing of the specific action, and a display position 62, which is the position of the second object 5b displayed on the user's display 4a, at the time the specific action is executed.
[0064] According to this aspect, the information processing system 1 can provide a technology that supports the provision of a game that takes into consideration the playing environment. In particular, typically, when a user performs an operation to avoid an attack from the second object 5b while looking at the second object 5b displayed on the display 4a, the actual hit determination is performed using a calculated position 61 that is different from the display position 62 of the second object 5b that the user was looking at. This may result in a result that is different from what the user expected. In contrast, according to this embodiment, the determination is performed based on the difference between the display position 62 and the calculated position 61 of the second object 5b. Therefore, even if the display delay on the user terminal 3 used by the user is large, the user can proceed with the match without being disadvantaged by this.
[0065] 4.2 Details of information processing Next, the information processing explained in the previous section will be further explained in detail with reference to the image diagram.
[0066] FIG. 4 is an illustration showing an example of a determination region 7. The shape of the determination region 7 is not particularly limited, but may be, for example, a circle, a sphere, a cylinder, a rectangle, or an ellipse. As shown in FIG. 4, for example, a second determination region 72 is set for a second object 5b represented by an arrow, with the arrowhead as its center coordinate 73. For example, a circular first determination region 71 is set for a first object 5a, with the torso as its center coordinate 73. The objects 5 for which the determination region 7 is set include objects 5 such as bullets, arrows, and lasers fired by the player character PC or non-player character NPC, as well as various effects that appear in the virtual space in response to the attacking actions of the character C. The size, number, etc. of the determination region 7 are set according to the shape, size, type, etc. of the object 5. Furthermore, multiple determination regions 7 may be set for an object 5, for example, for each body part.
[0067] 5 is an image diagram showing a state in which the first determination area 71 and the second determination area 72 come into contact with each other. As shown in FIG. 5, when the position 6 of the second object 5b moves toward the first object 5a due to a specific action, causing the first determination area 71 and the second determination area 72 to come into contact with each other, the determination unit 235 determines that the attack has hit the first object 5a. Note that the determination unit 235 performs this hit determination multiple times per frame.
[0068] FIG. 6 is a conceptual diagram illustrating the flow of processing for each frame. As indicated by the dotted arrows, the game control unit 232 periodically executes arithmetic processing and transmits status information 9 containing the processing results to the user terminal 3. As indicated by the solid arrows, the user terminal 3 periodically transmits operation information 8 related to the user's operation input to the information processing device 2. The user terminal 3 also generates game image information using the received status information 9, converts it into a video signal, and transmits it to the display 4a. FIG. 6 illustrates an example in which the frame rate is 8 fps. That is, the example illustrates a case in which the transmission of the operation information 8 and the transmission of the video signal are repeated every 125 ms. Note that in this diagram, the display 4a performs a refresh process, which is a screen change, each time it receives a video signal from the user terminal 3. The refresh process is executed at the same cycle as the transmission of the video signal by the user terminal 3, but this is not limited to this example.
[0069] Screens 601 to 604 each represent a screen displayed on the display 4a in each frame. In particular, screen 601 represents a screen displayed on the display 4a at the timing of frame F3. Timing T1 in frame F3 represents the timing at which the second object 5b performs a specific action. That is, screen 601 represents a display position 62a of the second object 5b at the time the specific action is performed. In this case, the user recognizes that the second object 5b is located at position 6 shown on screen 601 at the timing at which the second object 5b performs the specific action. Note that in screen 601, the second object 5b is located behind the obstacle object 55, and therefore the figure of the second object 5b is hidden by the obstacle object 55. Therefore, the user cannot confirm the figure of the second object 5b at timing T1. Note that for position 6 of the second object 5b on screen 601, see FIG. 8.
[0070] Furthermore, the user terminal 3 generates a game image based on the status information 9 received from the information processing device 2 and transmits it to the display 4a. Until new status information 9 is received from the information processing device 2, the user terminal 3 generates a game image of the second object 5b moving based on the status information 9 received immediately before, converts it into a video signal, and transmits it to the display 4a. For example, the user terminal 3 obtains status information 9 indicating movement in the direction of the arrow 54 before frame F2. The user terminal 3 then generates a game image including the second object 5b based on this status information 9 and displays it on the display 4a. A screen 602 shows a screen on which the second object 5b moving in the direction of the arrow 54 is depicted.
[0071] Meanwhile, screens 612 and 613 show the calculated position 61 of the second object 5b at each timing when processing is performed by the information processing device 2. Screen 612 shows the calculated position 61a of the second object 5b at timing T1 when the calculation processing of the specific action is executed. In this way, because the timing when the position 6 of the second object 5b is displayed on the user terminal 3 differs, the calculated position 61a of the second object 5b at timing T1 and the display position 62a of the second object 5b displayed on the display 4a at timing T1 may differ.
[0072] After executing the hit determination, the information processing device 2 transmits status information 9 according to the result to the user terminal 3. A screen 604 shows an example of a game image when an attack from the second object 5b hits the first object 5a as a result of a specific action.
[0073] FIG. 7 is an image diagram showing the flow of processing when the frame rate is 12 fps. In the example of FIG. 7, the user terminal 3 transmits a video signal to the display 4a approximately every 83 ms. Screens 701 to 704 show screens displayed on the display 4a in each frame. In particular, screen 701 shows the screen displayed on the display 4a at timing T1. Meanwhile, screens 711 to 713 show the calculated position 61 of the second object 5b at each timing when processing is performed by the information processing device 2. In particular, screen 712 shows the calculated position 61a of the second object 5b at timing T1 when calculation processing for a specific action is performed.
[0074] FIG. 8 is an image diagram showing enlarged views of screens 601, 612, 701, and 712. Note that the obstacle object 55 is shown semi-transparent for ease of explanation. As shown in FIG. 8, when comparing the calculated position 61 and the displayed position 62 at different frame rates, the lower the frame rate, the greater the difference between the calculated position 61 and the displayed position 62. Specifically, the difference between the calculated position 61 and the displayed position 62 is greater when the frame rate is 8 fps than when the frame rate is 12 fps. In this way, the difference between the position 6 of the second object 5b is calculated based on the frame rate on the display 4a. If the frame rate is selected by the user, the difference is calculated based on the frame rate set by the user. This allows the determination unit 235 to perform an appropriate determination process in accordance with the user's play environment.
[0075] FIG. 9 is an image diagram showing a distance 64 between a calculation position 61b and a display position 62b of a second determination region 72 associated with a second object 5b. Assume that the second object 5b moves in the direction of an arrow 901. The determination unit 235 identifies a center coordinate 73a of a circle 63 constituting the second determination region 72 corresponding to the calculation position 61b, and identifies a center coordinate 73b of the circle 63 corresponding to the display position 62b. The determination unit 235 then calculates a distance 64 between the two points, the center coordinate 73a and the center coordinate 73b. The determination unit 235 then determines whether the distance 64 is equal to or greater than a threshold value. The threshold value may vary depending on the size, shape, etc., of the second determination region 72 to be determined. For example, the threshold value is that the distance 64 is equal to or greater than the radius of the circle 63. Specifically, for example, the threshold value is that the distance 64 is equal to or greater than 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 3, 4, 5, 6, 7, 8, 9, or 10 times the radius of the circle 63, and may be within a range between any two of the values exemplified here. The example in Figure 9 shows an example where the distance 64 is five times the radius of the circle 63.
[0076] FIG. 10 is a conceptual diagram showing the second determination region 72 of the second object 5b before and after adjustment by the adjustment unit 234. A second determination region 72c shows the second determination region 72 before adjustment by the adjustment unit 234, and a second determination region 72d shows the second determination region 72 after adjustment by the adjustment unit 234. As shown in FIG. 10, the adjustment unit 234 performs an adjustment process to reduce the second determination region 72 of the second object 5b. For example, the adjustment unit 234 performs an adjustment process to reduce the second determination region 72 in a direction corresponding to the movement trajectory of the second object 5b. As a result, if the difference between the calculated position 61 and the displayed position 62 of the second object 5b is equal to or greater than a threshold, the second determination region 72 is expanded between the calculated position 61 and the displayed position 62, enabling a hit determination that takes into account a deviation in hit determination due to a display delay. When the determination unit 235 performs a hit determination for a specific action using the adjusted second determination region 72, it becomes easier to avoid an attack by the second object 5b.
[0077] FIG. 11 is an image diagram showing an example of a screen displayed on the display 4a. For example, the display control unit 233 displays a menu display area 1101 when the game is started or before or after a game match. The menu display area 1101 includes, for example, a plurality of operation buttons 1102. The operation buttons 1102 are widgets that accept instructions to display a screen corresponding to each operation button 1102, etc. FIG. 11 shows a screen in a state where the operation button 1102 labeled "Settings" is selected. When the operation button 1102 labeled "Settings" is selected, the display control unit 233 displays a various setting area 1103. In the various setting area 1103, the user can set the frame rate during the match. The example in FIG. 11 shows an example where "60 fps" has been set. When the user presses the setting completion button 1104 after selecting an arbitrary fps, the match will proceed at the selected fps. Note that,
[0078] FIG. 12 is an image diagram showing an example of a screen displayed on the display 4a. FIG. 11 shows a screen in which the operation button 1102 displaying "Multi" is selected. When the operation button 1102 displaying "Multi" is selected, the display control unit 233 displays a multiplay setting area 1201. In the multiplay setting area 1201, the user can specify matching conditions for a multiplay match. Examples of matching conditions include that the user and the player character PC are close in level, and that the user and the game playing environment are close. The example of FIG. 12 shows a screen in which "the user and the player character PC are close in level" has been selected.
[0079] The multiplay setting area 1201 also includes a member recruitment start button 1202 and a party join button 1203. By selecting the member recruitment start button 1202 or the party join button 1203, the user can participate in a match as a team host or member. When the member recruitment start button 1202 is selected, the display control unit 233 transitions to a member recruitment screen 1301 shown in FIG. 13. On the other hand, when the party join button 1203 is selected, the display control unit 233 transitions to a participation screen for a party that is recruiting members.
[0080] FIG. 13 is an image diagram showing an example of a member recruitment screen 1301. When the member recruitment screen 1301 is selected, the matching unit 236 displays the member recruitment screen 1301 to display candidates for opponents based on the matching conditions. Here, if the matching conditions include "a game playing environment similar to that of the user," the matching unit 236 selects candidate users based on the frame rates acquired from each user terminal 3. For example, the matching unit 236 matches users whose frame rates are within a predetermined range. FIG. 13 shows an example in which the frame rate set by the user is 60 FPS, and users whose frame rates differ by 15 fps or less from the set frame rate are matched.
[0081] Here, as shown in FIG. 13 , the display control unit 233 displays a display 1302 indicating the frame rate of the user terminal 3 used by each candidate. If the candidates include a user with an unstable communication environment, the display control unit 233 displays a communication environment display 1303 indicating this. If the user wants to start a match against the displayed candidate as an opponent, the user can start the match by pressing a start match button 1304. On the other hand, if the user wants to redo the matching, the user can change the candidate to another user by pressing a redo button 1305. In this case, the matching unit 236, for example, selects a new candidate from multiple users different from the selected candidate.
[0082] FIG. 14 is an image diagram showing an example of a warning 1401 displayed before the start of a match. The display control unit 233 displays the warning 1401 before the start of a match or during a match if the difference in frame rate between the matched opponents is equal to or greater than a threshold. The warning 1401 is a display indicating that when an opponent with a lower frame rate attacks another opponent, adjustment processing will be performed on the judgment area 7 associated with the object 5 controlled by the opponent who has been attacked. If the user wishes to start the match as is, the user can start the match by pressing operation button 1402. On the other hand, if operation button 1403 is pressed, the screen returns to that shown in FIG. 13 and the matching can be redone. This allows the user to start the match after confirming in advance that adjustment processing of hit judgment may be performed during the match.
[0083] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0084] In the above-described embodiment, the main example is a case where the opponent is a non-player character NPC, but the opponent may also be a player character PC operated by another user. In the following, an example will be described in which two users (a first user and a second user) matched from among multiple users by the matching unit 236 play a match. In addition, for the purposes of explanation, the main user will be referred to as the first user, and the opponent user will be referred to as the second user.
[0085] 15 is an image diagram showing the flow of processing in a match between a first user and a second user. In FIG. 15, an example is shown in which the frame rate of a second user terminal 3b corresponding to the second user is lower than the frame rate of the user terminal 3 corresponding to the first user.
[0086] 15, a first object 5a is an object 5 that moves based on a first operation input from a first user via a first user terminal 3a, and a second object 5b is an object 5 that moves based on a second operation input from a second user via a second user terminal 3b.
[0087] The game control unit 232 places the first object 5a and the second object 5b in a virtual space and progresses the game in the virtual space. Then, the game control unit 232 causes the second object 5b to perform a specific action based on the second operation input. The game control unit 232 also causes the first object 5a to perform a specific action. In this case, the specific action refers to an action performed by the first object 5a on the second object 5b.
[0088] 15 shows the display positions 62 of the second object 5b and the first object 5a. For convenience of explanation, it is assumed that the first object 5a moves through the squares corresponding to A to F included in each screen. It is also assumed that the second object 5b moves through the squares corresponding to a to f.
[0089] The operation input received by each user terminal 3 is transmitted to the information processing device 2, and the receiving unit 231 receives a first operation input from the first user terminal 3a and a second operation input from the second user terminal 3b. The first user terminal 3a receives a first operation input to move the first object 5a from A to F. Meanwhile, the second user terminal 3b receives a second operation input to move the second object 5b from a to d. Specifically, the operation inputs are received at the following times shown in FIG. 15:
[0090] Timings Ta to Tb indicate the timings at which the second user terminal 3b receives the second operation input. Timing Ta indicates the timing at which the second user terminal 3b receives the second operation input "move the second object 5b from a to b." Timing Tb indicates the timing at which the second user terminal 3b receives the second operation input "move the second object 5b from b to c."
[0091] Timings Td to Th indicate the timings at which the first user terminal 3a receives the first operation input. Timing Td indicates the timing at which the first user terminal 3a receives the first operation input "move the first object 5a from A to B." Timing Te indicates the timing at which the first user terminal 3a receives the first operation input "move the first object 5a from B to C." Timing Tf indicates the timing at which the first user terminal 3a receives the first operation input "move the first object 5a from C to D." Timing Tg indicates the timing at which the first user terminal 3a receives the first operation input "move the first object 5a from D to E." Timing Th indicates the timing at which the first user terminal 3a receives the first operation input "move the first object 5a from E to F." Timing Ti indicates the timing at which the information processing device 2 executes arithmetic processing based on the second operation input received by the second user terminal 3b at timing Ta and the first operation input received by the first user terminal 3a at timing Td.
[0092] Here, the second operation input received by the second user terminal 3b at timing Ta is transmitted to the information processing device 2 and processed at timing Ti. The processing result is transmitted to the first user terminal 3a and the second user terminal 3b and is reflected on the display 4a connected to the first user terminal 3a, as shown in screen 1504. In this way, the operation input performed by the second user is processed by the information processing device 2 and then reflected on the display 4a of the first user terminal 3a used by the first user.
[0093] Screens 1501 to 1506 show the display position 62c of the first object 5a and the display position 62d of the second object 5b displayed on the display 4a viewed by the first user. Screens 1511 to 1513 show the display position 62c of the first object 5a and the display position 62d of the second object 5b displayed on the display 4a viewed by the second user.
[0094] The second operation input "attack the first object 5a" received by the second user terminal 3b at timing TA is processed at timing TC. The display position 62 of the second object 5b displayed on the display 4a of the first user at timing TA is "b" (see screen 1505).
[0095] On the other hand, the calculation position 61 when performing a hit determination for the attack action is identified based on information identifying the time point when the second operation input was accepted by the second user terminal 3b. At timing Tb, which is before timing TA, the second operation input of "move the second object 5b from b to c" is accepted. Therefore, the calculation position 61 of the second object 5b when the hit determination for the attack is processed is "c." Image 1500 shows the calculation position 61d of the second object 5b related to the specific action at timing TA. In other words, the determination unit 235 identifies that the display position 62 "b" of the second object 5b displayed on the display 4a of the first user at timing TA and the calculation position 61 "c" are separated by a distance 64 equivalent to one frame (image 1500).
[0096] On the other hand, the first operation input "attack the second object 5b" received by the first user terminal 3a at timing TB is processed at timing TC. Furthermore, as shown in screen 1512, the display position 62 of the first object 5a displayed on the display 4a of the second user at timing TB is "B." Meanwhile, the calculation position 61 used when making a hit determination for this attack action is identified based on information identifying the time point at which the first operation input was received by the first user terminal 3a. The first user terminal 3a received the first operation input "move the first object 5a from D to E" at timing Tg, which is before timing TB. In this case, the calculation position 61 of the first object 5a used when making a hit determination for this attack is "E." Image 1500 shows the calculation position 61c of the first object 5a related to the specific action at timing TB. In other words, the determination unit 235 determines that the display position 62 "B" of the first object 5a displayed on the second user's display 4a at timing TB and the calculated position 61 "E" of the first object 5a are at a distance 64 of three frames (see image 1500).
[0097] Here, the determination unit 235 determines the result of the specific action so as to give an advantage to the user who has the largest difference between the calculated position 61 and the displayed position 62 of the opponent object 5 as seen from the viewpoint of each user during the match. This makes it possible to perform hit determination that takes into account the play environment and communication delays of the users participating in the match. Specifically, when performing hit determination for an attack by a user with the largest difference among multiple users, the determination unit 235 determines the result of the specific action after the adjustment unit 234 has performed the adjustment process.
[0098] For example, when the difference between the second user and the first user is greater, the determination unit 235 determines the result of the specific action to be advantageous to the second user. Specifically, when the second object 5b performs the specific action on the first object 5a, the determination unit 235 determines whether the determination area 7a associated with the first object 5a and the determination area 7b associated with the second object 5b will come into contact with each other. If it is determined that the determination area 7a and the determination area 7b do not come into contact with each other, the determination unit 235 determines whether the determination area 7a and the determination area 7b will come into contact with each other, based on the determination area 7b and the determination area 7a after the adjustment process by the adjustment unit 234. The game control unit 232 then updates the status information 9 of the first object 5a and the second object 5b based on the determined result.
[0099] On the other hand, when the difference between the first user and the second user is greater, the determination unit 235 determines the result of the specific action to be advantageous to the first user. Specifically, when a specific action is performed by a first object 5a on a second object 5b, the determination unit 235 determines whether or not the determination area 7a associated with the first object 5a and the determination area 7b associated with the second object 5b will come into contact with each other. If it is determined that the determination areas 7a and 7b do not come into contact with each other, the determination unit 235 determines whether or not the determination areas 7a and 7b will come into contact with each other, based on the determination area 7a and the determination area 7b after the adjustment process by the adjustment unit 234. As a result, when a user with the greatest display delay is attacked by another user, the adjustment process of the determination area 7 is performed, and the determination process is corrected for the user who is at the greatest disadvantage due to the play environment.
[0100] In the example of FIG. 15 , when the second user is attacked by the opponent, the difference between the calculated position 61 and the displayed position 62 is greater when the second user is attacked by the first user. Therefore, the determination unit 235 determines the result of the specific action to be advantageous to the second user. For example, the adjustment unit 234 performs an adjustment process to reduce the second determination area 72 of the second object 5b used for hit determination of the specific action at timing TA. Then, the determination unit 235 performs hit determination of the specific action based on the adjusted second determination area 72. This makes it easier for the second user with a large delay to avoid the attack when attacked.
[0101] In the above embodiment, the adjustment process is performed when an attacking action is performed by a user with the largest difference between the calculated position 61 and the displayed position 62 of the opponent's object 5 as seen from the viewpoint of each user, but this is not limited to this. For example, regardless of which user performs an attacking action against another user's object 5, collision detection of the determination area 7 may be performed based on the determination area 7 after the adjustment process. In this case, adjustment is performed according to each difference, and as a result, the player with the larger difference may have an advantage.
[0102] In the above embodiment, an example has been shown in which the adjustment unit 234 performs the adjustment process on the first determination area 71 associated with the object 5 being attacked, but this is not limiting. For example, the adjustment unit 234 may perform the adjustment process on the second determination area 72 associated with the opponent's object 5.
[0103] The adjustment unit 234 may change the range of the second determination region 72 depending on the distance 64 between the calculation position 61b and the display position 62b of the determination region 7. For example, the adjustment unit 234 may increase the degree of reduction of the second determination region 72 as the distance 64 increases. In other words, the adjustment unit 234 may increase the size of the second determination region 72 as the difference between the calculation position 61a and the display position 62a of the second object 5b increases.
[0104] The adjustment unit 234 may continuously perform the adjustment process while the attack motion of the specific action continues. For example, if the attack motion is performed over 20 frames, the adjustment unit 234 may perform the adjustment process when making hit determinations during these 20 frames.
[0105] The adjustment unit 234 may adjust only the determination region 7 of a specific part of the first object 5a. For example, the adjustment unit 234 adjusts only the first determination region 71 of the specific part of the first object 5a that is located at the position 6 closest to the second determination region 72 of the second object 5b.
[0106] In the above-described embodiment, the result of the specific action is determined based on the display position 62, which is the position of the second object 5b displayed on the display 4a at the time the specific action is executed, but this is not limiting. For example, the determination unit 235 may determine the result of the specific action based on the difference between the calculation position 61a at the time the calculation process is executed and the display position 62a displayed on the display 4a at the time the calculation process is executed.
[0107] In the above embodiment, when the determining unit 235 determines that the effect of the specific action in activity A107 has not been realized, the processing of activities A108 to A112 is executed, but this is not limiting. For example, regardless of the determination result in activity A107, the processing of activities A108 to A112 may be executed.
[0108] In this embodiment, the reception unit 231, the game control unit 232, the display control unit 233, the adjustment unit 234, the determination unit 235 and the matching unit 236 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the user terminal 3.
[0109] Furthermore, it may be provided in the following aspects.
[0110] (1) An information processing device comprising a control unit configured to execute a display step, a control step, and a determination step, wherein in the display step, a virtual space is displayed on a user's display, and a first object and a second object are placed at a position in the virtual space, the first object being an object that moves based on an operation input by the user via a user terminal, in the control step, the second object is made to perform a specific action, the specific action being an action on the first object, and in the determination step, a result of the specific action is determined based on the difference between a calculation position, which is the position of the second object used in calculation processing of the specific action at the time the specific action is executed, and a display position, which is the position of the second object displayed on the user's display.
[0111] (2) In the information processing device described in (1) above, the control unit is configured to further execute an adjustment step, in which the adjustment step executes an adjustment process to adjust at least one of the range of the first determination area corresponding to the first object and the range of the second determination area corresponding to the second object based on the difference, and in the determination step, after the adjustment process, determines the result of the specific action based on the positional relationship between the first determination area and the second determination area by the specific action.
[0112] (3) In the information processing device described in (2) above, in the determination step, if the effect of the specific action is not achieved based on the positional relationship between the first judgment area and the second judgment area before the adjustment process is executed, the information processing device determines the result of the specific action after the adjustment process is executed.
[0113] (4) In the information processing device described in (3) above, in the adjustment step, if the effect of the specific action is not established based on the positional relationship between the first judgment area and the second judgment area before the adjustment process is executed, the adjustment process is executed on the condition that the difference is greater than or equal to a threshold value, and in the determination step, the result of the specific action is determined after the adjustment process is executed.
[0114] (5) In the information processing device described in any one of (1) to (4) above, the users include a first user and a second user, and in the determination step, if the difference of the first user is greater than the difference of the second user, the result of the specific action is determined to be advantageous to the first user.
[0115] (6) In the information processing device described in any one of (1) to (5) above, the control unit is configured to further execute a reception step and a matching step, wherein in the reception step, a frame rate indicating the number of screens updated per unit time on the display set by the user is received from the user terminal, in the matching step, a first user and a second user are selected from a plurality of users based on the frame rate, and in the control step, the first object corresponding to the matched first user and the second object corresponding to the matched second user are placed in the virtual space, and the game in the virtual space is progressed.
[0116] (7) In the information processing device described in any one of (1) to (6) above, the difference is calculated based on a frame rate indicating the number of screens updated per unit time on the display set by the user.
[0117] (8) In the information processing device described in any one of (1) to (7) above, the control unit is configured to further execute a receiving step, the users include a first user and a second user, the receiving step receives a first operation input of the first user via a first user terminal and receives a second operation input of the second user via a second user terminal, the control step causes the second object to perform the specific action based on the second operation input, and the calculation position is identified based on information identifying the time when the second operation input was accepted at the second user terminal.
[0118] (9) A program that causes a computer to execute each of the steps described in any one of (1) to (8) above.
[0119] (10) An information processing method executed by an information processing device, the information processing method comprising the steps of the information processing device according to any one of (1) to (8) above. Of course, this is not the case.
[0120] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0121] 1: Information processing system 1: Information processing system 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Game control unit 233: Display control unit 234: Adjustment section 235: Decision section 236: Matching section 3: User terminal 3a: First user terminal 3b: Second user terminal 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Object 5a: First object 5b: Second object 7: Judgment area 7a: Judgment area 7b:Judgment area 8: Operation information 9: Status information 11: Communication Network 52: Target object 54: Arrow 55: Obstacle object 61: Calculation position 61a: Calculation position 61b: Calculation position 61c: Calculation position 61d: Calculation position 62:Display position 62a:Display position 62b:Display position 62c:Display position 62d:Display position 63 yen 64 :Distance 71: 1st judgment area 72:Second judgment area 72c: 2nd judgment area 72d: 2nd judgment area 73: Center coordinates 73a: Center coordinates 73b: Center coordinates 601: Screen 602: Screen 604: Screen 612: Screen 613: Screen 701: Screen 704: Screen 711: Screen 712: Screen 713: Screen 901: Arrow 1101: Menu display area 1102: Operation button 1103: Settings area 1104: Setting completion button 1201: Multiplayer Settings Area 1202: Member recruitment start button 1203: Party Join Button 1301: Member recruitment screen 1302 :Display 1303: Communication environment display 1304: Match start button 1305: Button 1401 :Warning 1402: Operation button 1403: Operation button 1500: Image 1501: Screen 1504: Screen 1505: Screen 1506: Screen 1511: Screen 1512: Screen 1536: Screen F3: Frame T1: Timing T2: Timing TA: Timing TB: Timing TC: Timing Ta: Timing Tb: Timing Tc: Timing Td: Timing Te: Timing Tf: Timing Tg: Timing Th: Timing Ti: Timing
Claims
1. An information processing device capable of communicating with a user terminal via a communication network, A control unit is provided, the control unit is configured to execute a display step, a control step, and a determination step; In the display step, the virtual space is displayed on a display of the user; a first object and a second object are placed at any position in the virtual space; the first object is an object that operates based on an operation input by the user via the user terminal, In the control step, the second object is caused to perform a specific action; The specific action is an action on the first object, In the determination step, a result of the specific action is determined based on a difference due to a frame rate between a calculation position, which is a position of the second object used in calculation processing of the specific action, and a display position, which is a position of the second object displayed on the display of the user, at the time when the specific action is executed. Information processing device.
2. 2. The information processing device according to claim 1, the control unit is configured to further perform an adjusting step; the adjustment step performs an adjustment process to adjust at least one of a range of a first determination area associated with the first object and a range of a second determination area associated with the second object based on the difference; In the determination step, after the adjustment process, a result of the specific action is determined based on a positional relationship between the first determination area and the second determination area by the specific action. Information processing device.
3. 3. The information processing device according to claim 2, In the determining step, determining a result of the specific action after the adjustment process is performed based on a positional relationship between the first determination area and the second determination area before the adjustment process is performed; Information processing device.
4. 4. The information processing device according to claim 3, In the adjusting step, performing the adjustment process on the condition that the difference is equal to or greater than a threshold value based on a positional relationship between the first determination area and the second determination area before the adjustment process is performed; In the determination step, a result of the specific operation is determined after the adjustment process is performed. Information processing device.
5. 2. The information processing device according to claim 1, The users include a first user and a second user; In the determining step, if the difference of the first user is larger than the difference of the second user, a result of the specific action is determined to be advantageous to the first user. Information processing device.
6. 2. The information processing device according to claim 1, the control unit is configured to further execute a receiving step and a matching step; In the receiving step, a frame rate indicating the number of screens updated per unit time on the display set by the user is received from the user terminal; In the matching step, a first user and a second user are selected from a plurality of users based on the frame rate; In the control step, the first object corresponding to the matched first user and the second object corresponding to the matched second user are placed in the virtual space, and a game in the virtual space is progressed. Information processing device.
7. 2. The information processing device according to claim 1, The difference is calculated based on a frame rate that indicates the number of screens updated per unit time on the display, which is set by the user. Information processing device.
8. 2. The information processing device according to claim 1, the control unit is configured to further execute a receiving step; The users include a first user and a second user; In the receiving step, a first operation input of the first user is received via a first user terminal, and a second operation input of the second user is received via a second user terminal; In the control step, the second object is caused to perform the specific action based on the second operation input; the calculation position is identified based on information identifying a time point at which the second operation input was accepted by the second user terminal; Information processing device.
9. A program, A method for making a computer execute each step according to any one of claims 1 to 8. program.
10. An information processing method executed by an information processing device, The information processing device according to any one of claims 1 to 8, Information processing methods.
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