PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM

The system allows users to transition away from continuous battle screens during gameplay, continuing battles in the background and automatically training or equipping characters, addressing the inefficiency of constant screen watching in continuous battles.

JP7759073B1Active Publication Date: 2025-10-23BANK OF INNOVATION INC
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Patent Information

Application Number
JP2025062243
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-04
Publication Date
2025-10-23
Estimated Expiration
2045-04-04

AI Technical Summary

Technical Problem

Existing game technologies do not allow users to utilize the duration of continuous battles effectively, as they require constant screen watching, preventing other operations and failing to automatically level up or equip characters during continuous battles.

Method used

A system that transitions the display screen from a continuous battle screen to another screen in response to user input, continues the battle in the background, stores the battle progress, and displays the latest progress on the continuous battle screen when requested, enabling automatic character training and equipment equipping during battles.

Benefits of technology

Enables users to utilize the duration of continuous battles for other operations and automatically trains or equips characters, enhancing gameplay efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The user can utilize the duration of the continuous battles in the game, and can automatically train the character or equip equipment while the continuous battles are in progress. [Solution] A program installed on a computer that provides a game with a continuous battle function that executes multiple battles consecutively performs the following processes: in response to a first operation by the user while the continuous battle is in progress, transitioning the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen; when the display screen is transitioned from the continuous battle screen to another screen, continuing the continuous battle in the background; storing the progress of the continuous battle; in response to a second operation by the user, returning the display screen from the other screen to the continuous battle screen; and synchronizing the progress displayed on the continuous battle screen with the progress of the continuous battle at the time the display screen is transitioned from the other screen to the continuous battle screen.
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Description

[Technical Field]

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

[0002] Some games offer a continuous battle function that executes multiple battles consecutively. Continuous battles include, for example, multiple characters included in a party (opponent team) organized by a user sequentially participating in battles, or repeatedly fighting the same enemy or stage. Here, a stage refers to a specific location or stage in the game or battle. In games that offer such continuous battle functions, the results of continuous battles directly affect character development, etc., so users must continue to watch a screen showing the progress of the battle during the continuous battle. However, because continuous battles last for a long time, constantly watching the battle screen prevents the user from performing other operations on the user device during the continuous battle, resulting in a problem of not being able to utilize that time. To address this issue, for example, Patent Document 1 discloses a technology that displays a game's main screen and a continuous battle screen side by side. Furthermore, for example, Patent Document 2 discloses a technology that automatically progresses a game in the background.

[0003] Patent Document 1 describes that a continuous automatic battle function is activated on the main game screen to execute a subprocess for continuous automatic battles, and the continuous automatic battle screen generated by the executed subprocess is displayed in parallel with the main game screen displayed by the main process. Patent Document 2 describes that the game progresses automatically in the background. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2022-045345 [Patent Document 2] Japanese Patent Application Publication No. 2024-024474 Summary of the Invention [Problem to be solved by the invention]

[0005] However, these technologies do not display the continuous battle screen while the continuous battle function is running in the background, and are unable to display screens for other functions in the game being operated by the user or other applications on the user's device. Furthermore, these technologies are unable to automatically level up the character using the experience points acquired by the user's character participating in the battle while the continuous battle function is running in the background, or to automatically equip the character with acquired equipment items according to the character's level. In other words, there is a problem in that the user cannot take advantage of the duration of the continuous battle while the continuous battle is running, and there is also a problem in that the character cannot be trained or equipped automatically.

[0006] The present invention has been made to solve the above-mentioned problems, and aims to enable a user to utilize the duration of continuous battles in a game while continuous battles are in progress, and to automatically train characters or equip equipment while continuous battles are in progress. [Means for solving the problem]

[0007] A program according to one embodiment of the present invention causes a computer that provides a game having a continuous battle function in which multiple battles are executed consecutively to perform the following processes: transitioning the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by the user while the continuous battle is in progress; continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to another screen; storing the progress of the continuous battle that is continuing in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and displaying the latest progress stored in the storing process on the transitioned continuous battle screen.

[0008] An information processing device according to one embodiment of the present invention is an information processing device that provides a game having a continuous battle function in which multiple battles are executed consecutively, and is equipped with: a screen transition unit that, during the progress of the continuous battle, transitions the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by the user, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to another screen; a memory unit that stores the progress of the continuous battle continuing in the background; and a progress synchronization unit that displays the latest progress stored in the memory unit on the continuous battle screen to which the transition is made.

[0009] An information processing method according to one embodiment of the present invention is an information processing method in an information processing device that provides a game having a continuous battle function in which multiple battles are executed consecutively, and includes the steps of: transitioning the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by the user while the continuous battle is in progress; continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to another screen; storing the progress of the continuous battle continuing in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and displaying the latest progress stored in the storing step on the transitioned continuous battle screen.

[0010] An information processing system according to one embodiment of the present invention includes an information processing device that provides a game with a continuous battle function that executes multiple battles consecutively, and a server that provides information data necessary for the game to the information processing device. The information processing device includes: a screen transition unit that, in response to a first operation by a user while the continuous battle is in progress, transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen, and, in response to a second operation by the user, transitions the display screen from the other screen to the continuous battle screen; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle continuing in the background; and a progress synchronization unit that displays the latest progress stored in the storage unit on the transitioned continuous battle screen. [Effects of the Invention]

[0011] According to the present invention having the above configuration, the user can utilize the duration of the continuous battles in the game, and can automatically train the character or equip equipment while the continuous battles are in progress. Problems, configurations, and effects other than those described above will become apparent from the following description of the embodiments. [Brief explanation of the drawings]

[0012] [Figure 1]1 is a block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] 1 is a block diagram showing an example of the functional configuration of a game system according to an embodiment of the present invention. [Figure 3] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server according to an embodiment of the present invention. [Figure 4] FIG. 2 is a block diagram illustrating an example of the hardware configuration of a user terminal according to an embodiment of the present invention. [Figure 5] 10 is a flowchart showing the procedure of a first example of continuous battle processing in a game system according to one embodiment of the present invention. [Figure 6] 10 is a flowchart showing the procedure for background execution processing of consecutive battles in a game system according to one embodiment of the present invention. [Figure 7] 10 is a flowchart showing the procedure for background execution processing of consecutive battles in a game system according to one embodiment of the present invention. [Figure 8] 10 is a flowchart showing the procedure of a second example of continuous battle processing in a game system according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0013] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.

[0014] <Game system configuration example> First, the configuration of a game system according to one embodiment of the present invention will be described. Fig. 1 is a block diagram showing an example configuration of a game system 1 according to this embodiment. The game system 1 is an example of an information processing system, and as shown in Fig. 1, includes a server 10 and a plurality of user terminals 20. The server 10 is connected to the plurality of user terminals 20 via a network NW. The network NW is formed by a public line such as the Internet, and may include a LAN (Local Area Network), a WAN (Wide Area Network), etc.

[0015] The server 10 is an example of an information processing device, and provides information data required for a game executed on each user terminal 20 via the network NW, and receives and manages various data related to the execution, operation, and management of the game from each user terminal 20. For example, the server 10 manages user information for the game, and provides (transmits) various information required for the execution of a game started on the user terminal 20 to the user terminal 20 via the network NW. The detailed functions of the server 10 will be described in detail later with reference to FIG. 2.

[0016] The user terminal 20 is an information processing device such as a PC (Personal Computer), tablet, or smartphone owned by a user and capable of playing a game. A game application is installed on the user terminal 20, and the game begins when the game application is launched. The user terminal 20 executes the continuous battle processing described below and the continuous battle background execution processing described below. The user terminal 20 also transmits information about the game updated by various user operations in the game to the server 10 via the network NW. The detailed functions of the user terminal 20 will be described in detail later with reference to FIG. 2.

[0017] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 1 according to this embodiment will be described. FIG. 2 is a block diagram showing an example of the functional configuration of the game system 1 according to this embodiment. The network NW is omitted from FIG. 2. Also, FIG. 2 shows only the functional components related to the various functions of the present invention, and does not show or explain other functional components of the game. Below, an example of the functional configuration of each of the server 10 and the user terminal 20 that make up the game system 1 will be described.

[0018] [Server 10 functional configuration example] 2, the server 10 includes a processing unit 11, a storage unit 12, and a communication unit 13. The processing unit 11 is connected to each of the storage unit 12 and the communication unit 13.

[0019] The processing unit 11 performs various processes for providing a game, and includes an information acquisition unit 111 and a game providing unit 112.

[0020] The information acquisition unit 111 acquires user game information, such as information that needs to be managed on the server side, such as characters owned by the user, from the user terminal 20. The information acquisition unit 111 also outputs the acquired user game information to the storage unit 12.

[0021] The game providing unit 112 provides the user terminal 20 via the communication unit 13 with a virtual space in which the user can play the game, various information data corresponding to various operations by the user on the game application, and the like.

[0022] The storage unit 12 stores input / output data for various processes for providing a game in the processing unit 11, user game information received from the user terminal 20, and the like.

[0023] The communication unit 13 establishes a connection between the server 10 and the user terminal 20 via the network NW, and transmits and receives various data to and from the user terminal 20.

[0024] [Example of functional configuration of user terminal 20] 2, the user terminal 20 includes a processing unit 21, a storage unit 22, an operation display unit 23, and a communication unit 24. The processing unit 21 is connected to each of the storage unit 22, the operation display unit 23, and the communication unit 24.

[0025] The processing unit 21 includes an information acquisition unit 211 , a game execution unit 212 , a screen transition unit 213 , a battle continuation unit 214 , and a progress synchronization unit 215 .

[0026] The information acquisition unit 211 acquires information on various operations performed by the user from the operation display unit 23, such as an operation to log in to the game, an operation to open a character list screen in the game, an operation to perform continuous battles in the game, an operation to switch between the game and other applications, and an operation on other applications.

[0027] The game execution unit 212 executes the functions of the game application in accordance with the user operation information acquired by the information acquisition unit 211. In addition, the game execution unit 212 stores various information data generated during the execution of the game application in the storage unit 22.

[0028] The screen transition unit 213 transitions the current display screen to the launched screen in response to a user operation to launch various game screens or an operation to launch another application installed on the user terminal 20. For example, while a continuous battle is in progress, the screen transition unit 213 transitions the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by the user. Here, the first operation includes at least one of an operation to launch another function of the game and an operation to launch an application other than the game. Furthermore, the screen transition unit 213 returns the display screen from the other screen to the continuous battle screen in response to a second operation by the user. Here, the second operation is an operation to open the continuous battle screen.

[0029] When the screen transition unit 213 transitions the display screen from the continuous battle screen to another screen, the battle continuation unit 214 continues the continuous battle in the background.

[0030] When the display screen transitions from another screen to the continuous battle screen, the progress synchronization unit 215 displays on the transition destination continuous battle screen the latest progress status of the game stored in the storage unit 22. The progress synchronization unit 215 synchronizes the progress status of the continuous battle displayed on the continuous battle screen, for example, based on the progress status of the continuous battle at the time when the screen transition unit 213 transitions the display screen from another screen to the continuous battle screen.

[0031] The battle continuation unit 214 and the progress synchronization unit 215 may be configured as internal components of the game execution unit 212.

[0032] The storage unit 22 stores input / output data for various processes for executing the game in the processing unit 21, such as user identification information, information about characters owned by the user, and configuration information for various game screens. The storage unit 22 also stores information about the progress of continuous battles. In the following description, the information about the progress of continuous battles may also be referred to as the "progress of continuous battles." The storage unit 22 may store the progress of continuous battles at any time during the continuous battle, or may store the progress of continuous battles at predetermined time intervals. When multiple characters sequentially participate in continuous battles, the storage unit 22 may store the progress of continuous battles at the end of each character's battle. When multiple battles are continuously fought against the same enemy or on the same stage, the storage unit 22 may store the progress of continuous battles at the end of each battle. The storage unit 22 may store the progress of continuous battles at any appropriate time.

[0033] Here, the information on the progress of consecutive battles includes, for example, information on the results of the battles, the experience points, coins, and equipment items acquired by the user's character, the current level of the user's character, and the equipment items currently being worn by the user. The information on the results of the battles includes the damage dealt, damage received, and HP recovered by each of the user's characters during the battle. In addition, in the case of consecutive battles between a party (opponent team) organized by the user, the information on the progress of the consecutive battles includes, in addition to the various information described above, information on the combination of characters participating in the battle.

[0034] The operation display unit 23 includes an operation unit and a display unit. The user performs various operations on the operation unit when playing a game. The display unit displays various game screens of the game and screens of other applications. The operation unit and the display unit may be formed integrally as a touch panel, for example, or may be configured separately. The operation display unit 23 generates an operation signal representing the content of an operation input by the user to the operation unit, and supplies the operation signal to the processing unit 21. Furthermore, the operation display unit 23 displays a game screen, etc. on the display unit based on a display signal supplied from the processing unit 21.

[0035] The communication unit 24 establishes a connection between the user terminal 20 and the server 10 via the network NW, and transmits and receives various data to and from the server 10.

[0036] <Example of Hardware Configuration of Server 10 and User Terminal 20> Next, the hardware configuration of the server 10 and the user terminal 20 will be described. Fig. 3 is a block diagram showing an example of the hardware configuration of the server 10 according to this embodiment. As shown in Fig. 4, the hardware configuration of the server 10 includes a CPU (Central Processing Unit) 10a, a ROM (Read Only Memory) 10b, a RAM (Random Access Memory) 10c, a non-volatile storage 10d, and a communication interface 10e. The CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and communication interface 10e are connected via a bus 10f so as to be able to send and receive information data to and from each other.

[0037] The CPU 10a reads out from the ROM 10b, loads into the RAM 10c, and executes the program code of the software that realizes the various functions of the server 10. Note that a GPU (Graphics Processing Unit) or the like may be used instead of the CPU 10a, or the CPU 10a and the GPU may be used together.

[0038] The ROM 10b is configured by a storage medium such as a nonvolatile memory, and stores programs and data executed and referenced by the CPU 10a.

[0039] The RAM 10c is configured with a storage medium such as a volatile memory, and temporarily stores information (data) necessary for each process performed by the CPU 10a.

[0040] The nonvolatile storage 10d is configured as a computer-readable, non-transitory recording medium storing the programs executed by the CPU 10a, and is configured as a storage device such as an HDD (Hard Disk Drive). The nonvolatile storage 10d stores programs for the CPU 10a to execute various functions, an OS (Operating System), controller programs, and data. The computer-readable, non-transitory recording medium storing the programs executed by the CPU 10a is not limited to an HDD, and may be, for example, a solid state drive (SSD), a compact disc (CD)-ROM, a digital versatile disc (DVD)-ROM, or other recording medium.

[0041] The communication interface 10e may be, for example, a network interface card (NIC), and various data can be transmitted and received between devices via a LAN, a WAN, a dedicated line, or the like connected to a terminal of the NIC.

[0042] The server 10 is not limited to the configuration shown in FIG. 3, and may be configured on a cloud, for example.

[0043] Next, the hardware configuration of the user terminal 20 will be described. FIG. 4 is a block diagram showing an example of the hardware configuration of the user terminal 20 according to this embodiment. As can be seen by comparing FIG. 4 with FIG. 3, the user terminal 20, like the server 10, includes a CPU 10a, a ROM 10b, a RAM 10c, a non-volatile storage 10d, and a communication interface 10e. The user terminal 20 further includes an operation / display device 20g. The CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, the communication interface 10e, and the operation / display device 20g are connected via a bus 10f so as to be able to transmit and receive information data to and from each other. Here, redundant descriptions of the CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and the communication interface 10e will be omitted.

[0044] The operation display device 20g is composed of a display device such as an LCD (Liquid Crystal Display) or an organic EL (Electro-luminescence) display, and an operation device such as a touch sensor. The display device and operation device are integrally formed as, for example, a touch panel. The operation device can also be composed of a mouse, tablet, or the like, and configured separately from the display device.

[0045] <Procedure for continuous battle processing example 1> Next, a first example of continuous battle processing in the game system 1 will be described. In the first example of continuous battle processing, first, the user terminal 20 transitions the currently displayed display screen from a continuous battle screen displaying the progress status of the continuous battle to another screen in response to a first operation by the user while the continuous battle is in progress. Second, when the display screen transitions from the continuous battle screen to another screen, the user terminal 20 continues the continuous battle in the background. Third, the user terminal 20 stores the progress status of the continuous battle continuing in the background. Fourth, the user terminal 20 transitions the display screen from another screen to the continuous battle screen in response to a second operation by the user. Fifth, the latest progress status stored in the storage process is displayed on the continuous battle screen to which the transition is made.

[0046] The following describes the detailed procedure of the continuous battle processing example 1 in the user terminal 20. Fig. 5 is a flowchart showing the procedure of the continuous battle processing example 1 in the game system 1 according to this embodiment.

[0047] First, in step S1, the information acquisition unit 211 of the user terminal 20 detects a user's operation to start consecutive battles. Here, the user's operation to start consecutive battles is, for example, an operation to select characters to participate in the consecutive battles, set the participation ranking of each character, and press a button to start consecutive battles. The user's operation to start consecutive battles may also be, for example, an operation to select a battle stage, set the number of consecutive battles to be executed for the selected stage, set the characters to participate in the battle, and press a button to start consecutive battles. Furthermore, if the game includes an item such as a battle ticket for starting consecutive battles, the information acquisition unit 211 starts the consecutive battles upon detecting the user's operation to use the item to start consecutive battles. In this process, the information acquisition unit 211 outputs various information related to the consecutive battles set by the user, such as information about the participating characters, information about the participation ranking of each character, the battle stage, the number of consecutive battles to be executed, and the like, to the game execution unit 212.

[0048] Next, in step S2, the game execution unit 212 starts the continuous battle based on various information related to the continuous battle input from the information acquisition unit 211.

[0049] Next, in step S3, the information acquisition unit 211 determines whether or not an operation (first operation) for activating another function of the game has been detected. Here, the other function of the game may be any function other than the continuous battle function, such as a character development function. In this process, the information acquisition unit 211 may detect the first operation at any time, or may detect the first operation at predetermined time intervals.

[0050] In step S3, if the information acquisition unit 211 determines that the first operation has not been detected (NO in step S3), it repeats the processing of step S3.

[0051] On the other hand, if it is determined in step S3 that the first operation has been detected (YES determination in step S3), the information acquisition unit 211 proceeds to the processing of step S4.

[0052] In step S4, the information acquisition unit 211 outputs the detected first operation information to the screen transition unit 213. Furthermore, in response to the detected first operation, the screen transition unit 213 transitions from the continuous battle screen to a screen for another function that has been activated while the continuous battle is in progress.

[0053] Next, in step S5, the game execution unit 212 performs background execution processing for consecutive battles. Note that the background execution processing for consecutive battles will be described in detail later with reference to FIGS.

[0054] Next, in step S6, the game execution unit 212 determines whether the continuous battle has been stopped or ended.

[0055] In the process of step S6, if the game executing unit 212 determines that the continuous battle has been stopped or ended (YES in step S6), the process proceeds to the process of step S7.

[0056] In step S7, the game execution unit 212 notifies the user that the continuous battle has been stopped or ended. The game execution unit 212, for example, controls the display screen of the user terminal 20 to display a pop-up notification screen. Furthermore, if the user terminal 20 has a push notification function and the push notification function is enabled, the game execution unit 212 may notify the user that the continuous battle has been stopped or ended using the push notification function. After processing step S7, the continuous battle processing ends.

[0057] On the other hand, in the process of step S6, if the game execution unit 212 determines that the continuous battle has not been stopped or ended (NO in step S6), the process proceeds to the process of step S8.

[0058] In step S8, the information acquisition unit 211 determines whether or not an operation to open the continuous battle screen (second operation) has been detected.

[0059] In the process of step S8, if the information acquisition unit 211 determines that the second operation has not been detected (NO determination in step S8), the process returns to the process of step S5, and the processes of steps S5 to S8 are repeatedly executed.

[0060] On the other hand, if the information acquisition unit 211 determines in the process of step S8 that the second operation has been detected (YES in step S8), the process proceeds to step S9.

[0061] In step S9, the screen transition unit 213 synchronizes the progress status displayed on the continuous battle screen with the progress status of the current continuous battle. After processing in step S9, the processing unit 21 returns to processing in step S3 and repeatedly executes the processing in steps S3 to S9.

[0062] <Procedure for background execution of consecutive battles> Next, the background execution process of consecutive battles in the user terminal 20 will be described. In the background execution process of consecutive battles, first, the game execution unit 212 automatically increases the level of a character using experience points acquired by the character of the user participating in the consecutive battle in the consecutive battle. Second, the game execution unit 212 identifies, from the equipment items acquired by the character of the user participating in the consecutive battle in the consecutive battle, an equipment item that can be equipped at the character's current level and that will give the character the highest win rate in battle after being equipped, and automatically equips the character with the equipment. Third, when the currently executed battle in the consecutive battle has ended and there is a next battle, if the game execution unit 212 determines that the user's character participating in the next battle will not be able to win the next battle, it stops the consecutive battle. Furthermore, when the currently executed battle in the consecutive battle has ended and there is a next battle, if the game execution unit 212 determines that the user's character participating in the next battle will be able to win the next battle, it continues the consecutive battle.

[0063] The detailed procedure of the background execution process for consecutive battles will be explained below. Figures 6 and 7 are flowcharts showing the procedure of the background execution process for consecutive battles in the game system 1 according to this embodiment. The process explained below is called and executed as a subroutine in step S5 shown in Figure 5 and Figure 7 described later.

[0064] In step S601, first, the game execution unit 212 continues the currently ongoing battle.

[0065] Next, in step S602, the game execution unit 212 determines whether the current battle has ended.

[0066] In step S602, if the game executing unit 212 determines that the current battle has not ended (NO in step S602), the process returns to step S601, and the processes of steps S601 and S602 are repeatedly executed.

[0067] On the other hand, if the game execution unit 212 determines in step S602 that the current battle has ended (YES in step S602), the process proceeds to step S603.

[0068] In step S603, the game execution unit 212 determines whether the user's character participating in the current battle has acquired experience points. If the game execution unit 212 determines that the user's character participating in the current battle has not acquired experience points (NO in step S603), the process proceeds to step S605, which will be described later.

[0069] On the other hand, if the game execution unit 212 determines in step S603 that the user's character participating in the current battle has gained experience points (YES in step S603), the process proceeds to step S604.

[0070] In step S604, the game execution unit 212 automatically increases the level of the character using the acquired experience points.

[0071] In step S605, that is, after the processing of step S604 or if the determination in step S603 is NO, the game execution unit 212 determines whether or not the user's character participating in the current battle has acquired an equipment item.

[0072] In step S605, if the game execution unit 212 determines that the user's character participating in the current battle has not acquired an equipment item (NO in step S605), the process proceeds to step S607.

[0073] On the other hand, if the game execution unit 212 determines in step S605 that the user's character participating in the current battle has acquired an equipment item (YES in step S605), it identifies the most suitable equipment item and automatically equips the character with it (step S606). In this process, the game execution unit 212 identifies, from the acquired equipment items, the equipment item that can be worn at the character's current level and that will give the character the highest chance of winning in battle after wearing it, and automatically equips the character with it.

[0074] In step S607, that is, after the processing of step S606 or in the case of a NO determination in step S605, the storage unit 22 stores the progress status of the continuous battle.

[0075] Next, in step S608, the game execution unit 212 determines whether or not a next battle exists. In this process, if there are any battles among the multiple battles included in the consecutive battles that have not been executed, or if the number of battles that have been executed has not reached the number preset by the user, it is determined that there is a next battle, and step S608 is determined to be YES. On the other hand, if there are no battles among the multiple battles included in the consecutive battles that have not been executed, or if the number of battles that have been executed has reached the number preset by the user, it is determined that there is no next battle, and step S608 is determined to be NO. Here, for example, if multiple characters included in a party organized by the user fight sequentially, the number of multiple battles included in the consecutive battles is the same as the number of characters included in the party. Also, for example, if multiple battles are fought against the same stage or enemy, the number of multiple battles included in the consecutive battles is the number preset by the user.

[0076] If the game execution unit 212 determines in step S608 that there is no next battle (NO in step S608), it proceeds to step S609, ends the continuous battle, and stores the results of the continuous battle in the memory unit 22. Here, the results of the continuous battle include information on the outcome of each battle included in the continuous battle, information such as experience points, coins, and equipment items acquired by the user's character, and information such as the current level of the user's character and equipped items.

[0077] On the other hand, if the game execution unit 212 determines in step S608 that there is a next battle (YES in step S608), the process proceeds to step S610.

[0078] In step S610, the game execution unit 212 determines whether the next battle is winnable. The game execution unit 212 determines whether the next battle is winnable, for example, based on the result of the current battle. Specifically, the game execution unit 212 may determine that the next battle is unwinnable if the result of the current battle is a loss, and may determine that the next battle is winnable if the result of the current battle is a victory. The game execution unit 212 may also determine whether the next battle is winnable, for example, based on the current level and / or combat ability value of the user's character participating in the next battle. Specifically, for example, the game execution unit 212 may determine that the next battle is winnable if the current level of the user's character participating in the next battle is higher than the current level of the enemy, or if the current combat ability value of the user's character participating in the next battle is higher than the current combat ability value of the enemy. For example, the game execution unit 212 may also determine that the next battle is winnable if the current level and combat ability value of the user's character participating in the next battle are higher than the current level and combat ability value of the enemy, respectively.

[0079] In step S610, if the game execution unit 212 determines that the next battle is winnable (YES in step S610), the process proceeds to step S611.

[0080] In step S611, the game execution unit 212 continues the consecutive battles and starts the next battle.

[0081] After the process of step S611, the game executing unit 212 returns to the process of step S601 and repeats the processes of steps S601 to S611.

[0082] On the other hand, in step S610, if the game execution unit 212 determines that the next battle cannot be won (NO in step S610), the game execution unit 212 proceeds to processing in step S612, stops the consecutive battle, and stores the current progress status of the consecutive battle in the memory unit 22.

[0083] After the processing of step S609 or step S612, the background execution processing of the continuous battle ends, and the game execution unit 212 proceeds to the processing of step S6 shown in FIG. 5 or FIG. 8 described below.

[0084] <Procedure for continuous battle processing example 2> In the explanation of Figure 5, the procedure of continuous battle processing example 1 was explained when the user activates another function in the game while the continuous battle is being performed. Below, the procedure of continuous battle processing example 2 will be explained when the user activates another application other than the game installed in the user terminal 20 while the continuous battle is being performed. In continuous battle processing example 2, the user terminal 20 transitions from the continuous battle screen to the screen of the other application that has been activated while the continuous battle is in progress in response to an operation (first operation) to activate another application other than the game.

[0085] Figure 8 is a flowchart showing the procedure of continuous battle processing example 2 in the game system 1 according to this embodiment. As can be seen by comparing Figure 8 with Figure 5, the processing of each step other than step S3a and step S4a shown in Figure 8 is the same as the processing of each step shown in Figure 5. Below, redundant explanations will be omitted and only the processing of step S3a and step S4a will be explained.

[0086] After the process of step S2, in step S3a, the information acquisition unit 211 determines whether or not an operation (first operation) for starting another application has been detected.

[0087] In the process of step S3a, if the information acquisition unit 211 determines that the first operation has not been detected (NO determination in step S3a), it repeats the process of step S3a.

[0088] On the other hand, in the process of step S3a, if the information acquisition unit 211 determines that the first operation has been detected (YES determination in step S3a), the process proceeds to the process of step S4a.

[0089] In the processing of step S4a, the information acquisition unit 211 outputs the detected operation information of the user on the other application to the screen transition unit 213. Furthermore, in response to the detected first operation, the screen transition unit 213 transitions from the continuous battle screen to the screen of the other application that has been launched while the continuous battle is in progress.

[0090] <Effects> As described above, the game system 1 according to the present embodiment continues the continuous battle in the background on the user terminal 20 in response to the user's operation to launch another function in the game or another application during the progress of the continuous battle. Furthermore, the game system 1 continues the continuous battle in the background on the user terminal 20 and transitions the display screen from the continuous battle screen to the screen of another function in the game or another application launched by the user. This operation allows the user to operate other functions in the game or other applications during the progress of the continuous battle, thereby making use of the duration of the continuous battle. Furthermore, when the game system 1 executes the continuous battle in the background on the user terminal 20, it automatically increases the character's level using the experience points acquired by the user's character in battle. Furthermore, the game system 1 identifies the most suitable equipment item from the equipment items acquired by the user's character in battle and automatically equips the character with the equipment. This operation allows the character to be trained and equipped automatically during the progress of the continuous battle.

[0091] The present invention is not limited to the above-described embodiment, and it goes without saying that various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-described embodiment describes the configuration of a game system in detail and specifically in order to clearly explain the present invention, and is not necessarily limited to a system having all of the described configurations. Furthermore, it is possible to replace part of the configuration of the embodiment described here with the configuration of another embodiment, and it is also possible to add the configuration of another embodiment to the configuration of one embodiment. Furthermore, it is also possible to add, delete, or replace part of the configuration of an embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and do not necessarily show all the control lines and information lines in the product. In reality, it can be assumed that almost all components are interconnected.

[0092] In the above embodiment, the user terminal 20 continues a continuous battle in the background if the next battle is winnable, and stops the continuous battle if the next battle is unwinnable (a loss). However, the present invention is not limited to this. For example, in a continuous battle in the background, the user terminal 20 may automatically challenge a battle in the next stage if the user wins a battle in the current stage, and if the user loses a battle in the current stage, repeat the battle in the current stage until the user wins. In other words, the user's character level and experience points are increased by repeating battles in the current stage until the current stage is won, so that the battle in the background can continue without limit until, for example, a predetermined trigger occurs. An example of the predetermined trigger is when the duration of the continuous battle reaches a predetermined time. When the duration of the continuous battle reaches the predetermined time, the user terminal 20 may cancel or end the continuous battle. Here, the predetermined time is, for example, 24 hours. In other words, in consecutive battles, if the user terminal 20 determines that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle will not be able to win the next battle, the currently ongoing battle may be repeatedly executed until a predetermined trigger occurs.

[0093] (Addendum) The following additional notes are about the features of the above-described embodiment. (Appendix 1) A computer that provides a game having a continuous battle function that executes multiple battles consecutively, a process of transitioning a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; When the display screen is transitioned from the continuous battle screen to the other screen, a process of continuing the continuous battle in the background; A process of storing the progress of the continuous battle that continues in the background; A process of transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and executing a process of displaying the latest progress status stored in the storing process on the continuous battle screen to which the transition is made. program. This allows the user to take advantage of the duration of the continuous battles in the game while the continuous battles are in progress, and also allows the user to automatically train the character or equip equipment while the continuous battles are in progress. (Appendix 2) the first operation includes an operation to activate another function of the game; The process of transitioning to the other screen transitions from the continuous battle screen to a screen of the other function that has been activated during the progress of the continuous battle in response to the first operation that activates the other function of the game. The program described in Appendix 1. This allows the user to utilize other features of the game while the continuous battle is in progress. (Appendix 3) The background continuing process automatically increases the level of the character of the user participating in the consecutive battles by using experience points acquired in the consecutive battles. The program described in Appendix 1. This allows the character's level to be automatically increased using the experience points acquired by the user's character during successive battles that continue in the background. (Appendix 4) The processing that continues in the background identifies an equipment item that can be worn by the character of the user participating in the consecutive battle at the current level of the character from among the equipment items acquired in the consecutive battle, and that has the highest win rate in the battle after being worn by the character, and automatically wears the equipment item on the character. The program described in Appendix 1. This allows the optimal equipment item to be identified from the equipment items acquired by the user's character and automatically equipped by the character during successive battles that continue in the background. (Appendix 5) The process of continuing the consecutive battles in the background is to stop the consecutive battles when it is determined that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle cannot win the next battle. The program described in Appendix 1. This makes it possible to avoid battles that can be failed in successive battles that continue in the background, and to prevent a decrease in the experience points and / or rare item acquisition rate of the user's character. (Appendix 6) The process of continuing in the background is, in the consecutive battles, when it is determined that a next battle exists after the currently-running battle ends and the user's character participating in the next battle cannot win the next battle, repeatedly executing the currently-running battle until a predetermined trigger occurs. The program described in Appendix 1. This allows the user to increase the level and experience points of their character by repeatedly fighting in the current stage until they win the battle in the current stage in successive battles that continue in the background. (Appendix 7) The process of continuing the consecutive battles in the background continues the consecutive battles when it is determined that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle can win the next battle. The program described in Appendix 1. This allows the user's character to maintain a winning state in successive battles that continue in the background, and prevents a decrease in the user's character's experience points and / or rare item acquisition rate. (Appendix 8) The game is provided with an item for starting the continuous battle, and when an operation of the user using the item is detected, a process of starting the continuous battle is executed. The program described in Appendix 1. This makes the present invention applicable to cases where an item needs to be used to start successive battles. (Appendix 9) When the continuous battle is stopped or ended, a process of notifying the stoppage or end of the continuous battle is executed. The program described in Appendix 1. This allows the user to know when the continuous battle has been stopped or ended even if the user is operating or viewing the screen of another function within the game or the screen of another application. (Appendix 10) The notifying process notifies the computer of the cancellation or end of the continuous battle by using a push notification function when the computer has a push notification function and the push notification function is enabled. 10. The program described in Appendix 9. This allows the user to be notified of the suspension or end of continuous battles without preventing them from operating or viewing screens of other functions within the game or screens of other applications. (Appendix 11) the first operation includes an operation of launching an application other than the game, The process of transitioning to the other screen includes transitioning from the continuous battle screen to a screen of the other application that has been launched during the progress of the continuous battle in response to the first operation of launching the other application. The program described in Appendix 1. This allows the user to use applications other than games while a continuous battle is in progress. (Appendix 12) An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen. Information processing device. (Appendix 13) An information processing method for an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, comprising: transitioning a currently displayed display screen from a continuous battle screen that displays a progress status of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; When the display screen is transitioned from the continuous battle screen to the other screen, continuing the continuous battle in the background; storing the progress of the continuous battle that continues in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and a step of displaying the latest progress status stored in the storing step on the transition destination continuous battle screen. Information processing methods. (Appendix 14) an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively; a server that provides the information processing device with information data necessary for the game; The information processing device includes: a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen. Information processing system. [Explanation of symbols]

[0094] 1: Game System 10: Server 20: User terminal 11, 21: Processing section 12,22 :Storage part 13,24: Communications Department 23: Operation display section 111,211: Information acquisition department 112: Game Provider 212: Game execution unit 213: Screen transition section 214: Combat Continuation Department 215: Progress synchronization part

Claims

1. A computer that provides a game having a continuous battle function that executes multiple battles consecutively, a process of transitioning a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a process of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; A process of storing the progress of the continuous battle that continues in the background; a process of transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and executing a process of displaying the latest progress status stored in the storing process on the transition destination continuous battle screen; The processing that continues in the background identifies an equipment item that can be worn by the character of the user participating in the consecutive battle at the current level of the character from among the equipment items acquired in the consecutive battle, and that has the highest win rate in the battle after being worn by the character, and automatically wears the equipment item on the character. program.

2. A computer that provides a game having a continuous battle function that executes multiple battles consecutively, a process of transitioning a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a process of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; A process of storing the progress of the continuous battle that continues in the background; a process of transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and executing a process of displaying the latest progress status stored in the storing process on the transition destination continuous battle screen; The process of continuing the consecutive battles in the background is to stop the consecutive battles when it is determined that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle cannot win the next battle. program.

3. A computer that provides a game having a continuous battle function that executes multiple battles consecutively, a process of transitioning a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a process of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; A process of storing the progress of the continuous battle that continues in the background; a process of transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and executing a process of displaying the latest progress status stored in the storing process on the transition destination continuous battle screen; The process of continuing in the background is, in the consecutive battles, when it is determined that a next battle exists after the currently-running battle ends and the user's character participating in the next battle cannot win the next battle, repeatedly executing the currently-running battle until a predetermined trigger occurs. program.

4. A computer that provides a game having a continuous battle function that executes multiple battles consecutively, a process of transitioning a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a process of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; A process of storing the progress of the continuous battle that continues in the background; a process of transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and executing a process of displaying the latest progress status stored in the storing process on the transition destination continuous battle screen; The process of continuing the consecutive battles in the background continues the consecutive battles when it is determined that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle can win the next battle. program.

5. the first operation includes an operation to activate another function of the game; The process of transitioning to the other screen includes transitioning from the continuous battle screen to a screen of the other function that has been activated during the progress of the continuous battle in response to the first operation that activates the other function of the game. The program according to any one of claims 1 to 4.

6. The background continuing process automatically increases the level of the character of the user participating in the consecutive battles by using experience points acquired in the consecutive battles. The program according to any one of claims 1 to 4.

7. The game is provided with an item for starting the continuous battle, and when an operation of the user using the item is detected, a process of starting the continuous battle is executed. The program according to any one of claims 1 to 4.

8. When the continuous battle is stopped or ended, a process of notifying the stoppage or end of the continuous battle is executed. The program according to any one of claims 1 to 4.

9. When the continuous battle is stopped or ended, a process of notifying the stoppage or end of the continuous battle is executed; The notifying process notifies the computer of the cancellation or end of the continuous battle by using a push notification function when the computer has a push notification function and the push notification function is enabled. The program according to any one of claims 1 to 4.

10. the first operation includes an operation of launching an application other than the game, The process of transitioning to the other screen includes transitioning from the continuous battle screen to a screen of the other application that has been launched during the progress of the continuous battle in response to the first operation of launching the other application. The program according to any one of claims 1 to 4.

11. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit identifies an equipment item that can be worn by the character of the user participating in the consecutive battle at the current level of the character from among the equipment items acquired in the consecutive battle, and that has the highest win rate in the battle after being worn by the character, and automatically wears the equipment item on the character. Information processing device.

12. An information processing method for an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, comprising: transitioning a currently displayed display screen from a continuous battle screen displaying a progress status of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a step of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; storing the progress of the continuous battle that continues in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and a step of displaying the latest progress status stored in the storing step on the transition destination continuous battle screen, The step of continuing in the background includes identifying an equipment item that can be worn by the character of the user participating in the consecutive battle at the current level of the character from among the equipment items acquired in the consecutive battle, and that has the highest win rate in the battle after being worn by the character, and automatically wearing the equipment item on the character. Information processing methods.

13. an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively; a server that provides the information processing device with information data necessary for the game; The information processing device includes: a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit identifies an equipment item that can be worn by the character of the user participating in the consecutive battle at the current level of the character from among the equipment items acquired in the consecutive battle, and that has the highest win rate in the battle after being worn by the character, and automatically wears the equipment item on the character. Information processing system.

14. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit stops the consecutive battles when it determines that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle will not be able to win the next battle. Information processing device.

15. An information processing method for an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, comprising: transitioning a currently displayed display screen from a continuous battle screen displaying a progress status of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a step of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; storing the progress of the continuous battle that continues in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and a step of displaying the latest progress status stored in the storing step on the transition destination continuous battle screen, The step of continuing in the background includes stopping the consecutive battles when it is determined that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle cannot win the next battle. Information processing methods.

16. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively; a server that provides the information processing device with information data necessary for the game; The information processing device includes: a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit stops the consecutive battles when it determines that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle will not be able to win the next battle. Information processing system.

17. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit, when determining that a next battle exists after the currently-executed battle ends and that the user's character participating in the next battle cannot win the next battle, repeatedly executes the currently-executed battle until a predetermined trigger occurs. Information processing device.

18. An information processing method for an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, comprising: transitioning a currently displayed display screen from a continuous battle screen displaying a progress status of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a step of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; storing the progress of the continuous battle that continues in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and a step of displaying the latest progress status stored in the storing step on the transition destination continuous battle screen, The step of continuing in the background includes, when it is determined that a next battle exists after the currently executed battle ends and the user's character participating in the next battle cannot win the next battle, repeatedly executing the currently executed battle until a predetermined trigger occurs. Information processing methods.

19. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively; a server that provides the information processing device with information data necessary for the game; The information processing device includes: a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit, when determining that a next battle exists after the currently-executed battle ends and that the user's character participating in the next battle cannot win the next battle, repeatedly executes the currently-executed battle until a predetermined trigger occurs. Information processing system.

20. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit continues the consecutive battles when it determines that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle can win the next battle. Information processing device.

21. An information processing method for an information processing device that provides a game having a continuous battle function that executes multiple battles consecutively, comprising: transitioning a currently displayed display screen from a continuous battle screen displaying a progress status of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress; a step of continuing the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and not continuing the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; storing the progress of the continuous battle that continues in the background; transitioning the display screen from the other screen to the continuous battle screen in response to a second operation by the user; and a step of displaying the latest progress status stored in the storing step on the transition destination continuous battle screen, The step of continuing the consecutive battles in the background continues the consecutive battles when it is determined that a next battle exists after the currently ongoing battle ends and that the user's character participating in the next battle can win the next battle. Information processing methods.

22. An information processing device that provides a game having a continuous battle function that executes multiple battles consecutively; a server that provides the information processing device with information data necessary for the game; The information processing device includes: a screen transition unit that transitions a currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by a user while the continuous battle is in progress, and transitions the display screen from the other screen to the continuous battle screen in response to a second operation by the user; a battle continuation unit that continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to the other screen, and does not continue the continuous battle in the background when the display screen is not transitioned from the continuous battle screen to the other screen; a storage unit that stores the progress of the continuous battle that continues in the background; a progress synchronization unit that displays the latest progress status stored in the storage unit on the transition destination continuous battle screen, The battle continuation unit continues the consecutive battles when it determines that there is a next battle after the currently ongoing battle ends and that the user's character participating in the next battle can win the next battle. Information processing system.

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