Programs, information processing systems

The program addresses the lack of engagement in conventional lotteries by dynamically adjusting parameters for virtual currency-based service elements, enhancing user interest through varied and interactive game events.

JP7760680B1Active Publication Date: 2025-10-27COLOPL
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2024180552
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-16
Publication Date
2025-10-27
Estimated Expiration
2044-10-16

AI Technical Summary

Technical Problem

Existing systems fail to effectively increase user interest in virtual currency-based service elements, such as cards and characters, through conventional lotteries.

Method used

A program that selects parameters for service elements affecting different events, adjusting one parameter while keeping another constant to enhance user engagement.

Benefits of technology

Enhances user interest by providing dynamic and engaging virtual currency-based service elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007760680000001_ABST
    Figure 0007760680000001_ABST
Patent Text Reader

Abstract

To improve interest. [Solution] The computer functions as a management unit that manages, as parameters of a first service element associated with a user, a first parameter (first effect data 83) that affects a first event and a second parameter (second effect data 84) that does not affect the first event and affects a second event different from the first event, and a change unit that, when the amount of change in the first parameter of the first service element associated with the user has reached its maximum and a first service element that is common to the first service element associated with the user is further acquired, does not associate the further acquired first service element with the user, does not change the first parameter, and changes the second parameter.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Conventionally, service elements determined by lottery in exchange for virtual currency or the like have been granted to users (for example, Patent Document 1). For example, the service elements are cards, characters, equipment, items, etc. Furthermore, such lotteries are also called gacha (registered trademark), gasha (registered trademark), lottery, summon, etc. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2022-127910 Summary of the Invention [Problem to be solved by the invention]

[0004] The purpose is to increase interest. [Means for solving the problem]

[0005] A program according to an embodiment of the present disclosure causes a computer to select, as parameters of a first service element associated with a user, a first parameter that affects a first event and a second parameter that does not affect the first event and affects a second event different from the first event. memory do memory Department and before When the first service element common to the first service element associated with the user is further obtained, determining whether a change amount of the first parameter of the first service element associated with the user has reached a maximum; and if the change amount of the first parameter has reached a maximum, Furthermore, the first service element is not associated with the user, the first parameter is not changed, and the second parameter is changed. [Effects of the Invention]

[0006] According to the present disclosure, interest can be improved. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of the terminal illustrated in FIG. [Figure 3] FIG. 3 is a diagram illustrating an example of a hardware configuration of the server illustrated in FIG. [Figure 4] FIG. 4 is a diagram illustrating an example of a module configuration of the terminal illustrated in FIG. [Figure 5] FIG. 5 is a diagram illustrating an example of a module configuration of the first server illustrated in FIG. [Figure 6] FIG. 6 is a diagram illustrating an example of a module configuration of the second server illustrated in FIG. [Figure 7] FIG. 7 is a diagram showing an example of the flow of a game provided by the information processing system shown in FIG. [Figure 8] FIG. 8 is a diagram illustrating an example of the data structure of the card data stored in the memory of the first server. [Figure 9] FIG. 9 is a diagram illustrating an example of a data structure of action log data stored in the memory of the first server. [Figure 10] FIG. 10 is a diagram illustrating an example of a card generation procedure. [Figure 11] FIG. 11 is a diagram showing an example of the first prompt, the second prompt, and the third prompt. [Figure 12] FIG. 12 is a diagram showing an example of the flow of processing for executing a battle event. [Figure 13] FIG. 13 is a diagram showing an example of a processing flow for executing a selected event. [Figure 14]FIG. 14 is a diagram showing an example of the flow of processing for executing a card acquisition event. [Figure 15] FIG. 15 is a diagram illustrating an example of a process flow for executing a generated event. [Figure 16] FIG. 16 is a diagram illustrating an example of a process flow for executing a generated event. [Figure 17] FIG. 17 is a diagram showing an example of a battle event screen and a card acquisition event screen displayed on the terminal shown in FIG. [Figure 18] FIG. 18 is a diagram showing an example of a selected event screen displayed on the terminal shown in FIG. [Figure 19] FIG. 19 is a diagram showing an example of a generated event screen displayed on the terminal shown in FIG. [Figure 20] FIG. 20 is a diagram showing an example of a generated event screen displayed on the terminal shown in FIG. [Figure 21] FIG. 21 is a diagram showing an example of image data generated by an image generation model. [Figure 22] FIG. 22 is a diagram illustrating an example of the data structure of item data stored in the memory of the first server according to the second embodiment. [Figure 23] FIG. 23 is a diagram showing an example of the flow of a process for executing a supply lottery according to the second embodiment. [Figure 24] FIG. 24 is a diagram showing an example of a presentation lottery result screen displayed on the terminal shown in FIG. 2 in the second embodiment. [Figure 25] FIG. 25 is a diagram showing an example of the data structure of the image data group stored in the memory of the first server according to the third embodiment. [Figure 26] FIG. 26 is a diagram showing an example of the flow of processing for executing a generated event according to the third embodiment. [Figure 27] FIG. 27 is a diagram showing an example of the flow of processing for adding image data according to the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of an information processing system and a program according to the present disclosure will be described below. [First embodiment] <Outline of the information processing system> As shown in FIG. 1, an information processing system 10 includes a network 11, one or more terminals 20, and one or more servers 30. The one or more terminals 20 are configured to be able to communicate with the server 30 via the network 11. As an example, the server 30 may include a first server 30a and a second server 30b. The one or more terminals 20 are an example of a computer (information processing device). The one or more servers 30 are an example of a computer (information processing device).

[0009] As an example, the information processing system 10 is configured as a game system that provides a game, which is an example of a service, to users 12 of one or more terminals 20. In the following description, when simply referring to a "game," it means a game provided by the information processing system 10. One or more terminals 20 and one or more servers 30 cooperate to provide users 12 with a function for playing the game (hereinafter referred to as a game function). The users 12 who operate the terminals 20 are players of the game. The multiple users 12 include a first user 12a and a second user 12b.

[0010] As an example, the first server 30a provides an execution environment for various events included in the game. As an example, the second server 30b provides an execution environment for generative AI, a type of AI (Artificial Intelligence). For example, the second server 30b includes a generative model. The generative model is configured to generate new data, such as text data, image data, and audio data, based on input data. The generative model is preferably a large-scale model trained based on a huge training dataset, but may also be a small-scale model in which the training dataset is narrowed to a specific field, etc. As an example, the second server 30b may include an image generation model M1 that generates image data and a language generation model M2 that generates text data (see FIG. 6). In the following description, when simply referring to image data, it means an image expressed in pixel space and an RGB image that can be displayed on the terminal 20, etc.

[0011] As an example, the data input to the generative model is a so-called prompt 60 (see FIG. 11). The prompt 60 is text data input to the generative model when the generative model is made to generate data. The prompt 60 may include text indicating questions, commands, conditions, etc. The language in which the text is written may be Japanese, English, German, French, or any other language. Details of each of the generative models M1 and M2 and the prompt 60 will be described later.

[0012] <Network> For example, the network 11 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0013] <Device hardware configuration> As an example, each terminal 20 is a smartphone. Each terminal 20 may be a mobile terminal such as a feature phone, a PDA (Personal Digital Assistant), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 20 may be a fixed terminal such as a personal computer or a workstation.

[0014] As shown in Fig. 2, the terminal 20 includes a processor 21 and a memory 22. The terminal 20 may include various interfaces (hereinafter referred to as IF), such as a communication IF 23 and an input / output IF 24. The terminal 20 may include a microphone 25, a speaker 26, a display device 27, and a touch panel 28. As an example, the display device 27 and the touch panel 28 form a touch screen that also functions as an input device. The components of the terminal 20 are connected to a communication bus, allowing them to communicate with each other.

[0015] In response to a signal provided to the terminal 20 or in response to the establishment of a predetermined condition, the processor 21 executes a series of instructions included in a program stored in the memory 22. For example, the processor 21 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0016] The memory 22 stores programs and data. The memory 22 may be either a volatile memory that temporarily stores data, or a non-volatile memory that permanently stores data, or may be a combination of both. For example, the volatile memory may be implemented as a random access memory (RAM) or other device. For example, the non-volatile memory may be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, a magnetic tape drive, or other device. The memory 22 may also be implemented as a removable device, such as a memory card.

[0017] As an example, the memory 22 stores a game program and a communication program. As an example, the game program implements game functions. The game program provides an environment for the user 12 to play the game. The game program implements a function for executing an event within the game. In the following description, when simply referring to an "event," it means an event executed within the game. The communication program implements a function for communicating with another computer. As an example, the other computer is the server 30. The memory 22 may also store an operating system, a simulation program, a user authentication program, and other programs.

[0018] For example, the data stored in memory 22 may include data for defining a virtual space, data defining various objects, user data, etc. The data for defining a virtual space may include field data. The various objects may include characters, equipment items, consumable items, and objects that make up various game screens. As an example, user data may include a user ID, user name, gender, age, address, etc. The user data may include in-game virtual currency, in-game items, and various rewards owned by user 12.

[0019] The communication IF 23 is connected to the network 11. The communication IF 23 communicates with other computers connected to the network 11. For example, the communication IF 23 can be realized as a LAN (Local Area Network) or other wired communication IF. For example, the communication IF 23 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication IF 23 is not limited to those described above.

[0020] The input / output IF 24 communicates with an external input device (not shown). For example, the input / output IF 24 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI), or other wired communication IF. For example, the input / output IF 24 can be implemented as a Bluetooth (registered trademark) or other wireless communication IF.

[0021] As an example, the input device is a controller. The controller has one or more operating components. For example, the one or more operating components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 20 based on an operation of the user 12 on the operating component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit the output value of the motion sensor to the terminal 20. The controller may be attachable to and detachable from the terminal 20.

[0022] The input device is not limited to those described above. For example, the input device may be a camera. The camera may be configured to transmit a captured image of the user 12 to the terminal 20. For example, the input device may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 12, a marker, or the like to the terminal 20.

[0023] The microphone 25 converts speech from the user 12 into an audio signal (electrical signal) and transmits it to the processor 21. The speaker 26 converts the audio signal into sound and outputs it to the user 12. In addition to or instead of the speaker 26, the terminal 20 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0024] The display device 27 can be realized as a transmissive or non-transmissive display device. For example, the display device 27 can be realized as a liquid crystal panel, an organic EL (Electro Luminescence) panel, or other device. The display device 27 displays various images. The images displayed on the display device 27 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The display device 27 is not limited to those described above. For example, the display device 27 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0025] The touch panel 28 transmits an output value based on an operation by the user 12 on the display surface of the display device 27 to the processor 21. As an example, the touch panel 28 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch panel 28 is a part or all of the display surface of the display device 27. The touch panel 28 can be used as an operation device configured to accept an input operation by the user 12. For example, when the operation device is the touch panel 28, the processor 21 accepts a physical contact operation by the user 12 on the input surface of the touch panel 28 as the input operation by the user 12. For example, forms of input operations using the touch panel 28 can include tapping, swiping, dragging, flicking, and other forms.

[0026] The operating device is not limited to the configuration described above. For example, if the operating device is the communication IF 23, the processor 21 accepts a signal transmitted from an operating device (not shown) connected via the network 11 as an input operation by the user 12. For example, if the operating device is the input / output IF 24, the processor 21 accepts a signal transmitted from an external input device as an input operation by the user 12. For example, if the input device is a camera and a distance measuring sensor, when the processor 21 detects the hand of the user 12 from a received captured image, the processor 21 accepts a gesture detected based on the captured image and an output value as an input operation by the user 12. For example, if the input device is a controller, the processor 21 accepts an output value transmitted from the controller as an input operation by the user 12.

[0027] <Server hardware configuration> 3, the server 30 may be a workstation or a general-purpose computer such as a personal computer. The server 30 includes a processor 31, a memory 32, a communication IF 33, and an input / output IF 34. The server 30 may also include a display device 37. The components of the server 30 are connected to a communication bus, allowing them to communicate with each other.

[0028] The processor 31 executes a series of instructions included in a program stored in the memory 32 in response to a signal provided to the server 30 or in response to the establishment of a predetermined condition. For example, the processor 31 can be realized as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0029] The memory 32 stores programs and data. The memory 32 may be either a volatile memory or a nonvolatile memory, or may be a combination of both. The memory 32 may be implemented as a removable device, such as a memory card. The server 30 may use programs stored in an external storage device instead of the memory 32. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0030] The memory 32 stores a game program and a communication program. For example, the game program implements game functions. The communication program implements functions for communicating with other computers. For example, the other computers are one or more terminals 20. The memory 32 may also store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the memory 32 stores data for defining a virtual space, data for specifying objects, user data, and the like.

[0031] The communication IF 33 is connected to the network 11. The communication IF 33 communicates with other computers connected to the network 11. For example, the communication IF 33 can be realized as a LAN or other wired communication interface. For example, the communication IF 33 can be realized as a Wi-Fi, Bluetooth, NFC, or other wireless communication interface. The communication IF 33 is not limited to those described above.

[0032] The input / output IF 34 communicates with external input / output devices (not shown). For example, the input / output IF 34 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output IF 34 can be implemented as a Bluetooth (registered trademark) or other wireless communication interface.

[0033] <Device features> As shown in FIG. 4 , the components of the terminal 20 are combined to form functionally cohesive functional units (modules). As an example, the terminal 20 may include a game control unit 200, a display control unit 210, a display unit 220, a storage unit 230, a communication unit 280, and an input / output unit 290. As an example, the game control unit 200 and the display control unit 210 can be realized by the processor 21. As an example, the display unit 220 can be realized by the display device 27. As an example, the storage unit 230 can be realized by the memory 22. As an example, the communication unit 280 can be realized by the communication IF 23. As an example, the input / output unit 290 can be realized by the processor 21, the touch panel 28, and the input / output IF 24. As an example, the processor 21, as any of the functional units, executes steps for transmitting various types of data, thereby performing a function corresponding to the step. As an example, processor 21, as any of the functional units, performs a step for progressing the game, a step for generating data (information), a step for controlling display unit 220, etc., thereby performing a function corresponding to each step. The specific contents of the steps will be described later.

[0034] The input / output unit 290 detects an input operation by the user 12 on the touch panel 28, and an input operation by the user 12 on an external input device via the input / output IF 24. As an example, the input / output unit 290 can identify the type of input operation based on the input operation by the user 12 on the touch panel 28. For example, the types of input operations that the input / output unit 290 can identify may include tapping, swiping, dragging, flicking, and other types. Hereinafter, touching the touch panel 28 with the finger or the like of the user 12 will simply be referred to as "touch."

[0035] When a touch on the touch panel 28 starts, the input / output unit 290 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch panel 28 stops, the input / output unit 290 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch panel 28 continues, the input / output unit 290 identifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 290 identifies the mode of the input operation by the user 12 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.

[0036] The communication unit 280 receives various data from one or more servers 30. As an example, the data received by the communication unit 280 from the server 30 may include progress data and user data. The progress data is information for controlling the progress of the game. The progress data may include various requests or notifications. The communication unit 280 may detect an input operation by the user 12 on an external input device via the communication IF 23.

[0037] The communication unit 280 transmits various types of data to one or more servers 30. As an example, the data transmitted by the communication unit 280 to the server 30 may include play data and user data. The play data is information for reflecting input operations by the user 12 in the progress of the game. The play data is output in response to input operations received by the communication unit 280 or the input / output unit 290. The play data may include various requests or notifications.

[0038] The game control unit 200 defines a virtual space in which the game is played. The game control unit 200 places various objects in the virtual space. The various objects include field objects that constitute a virtual field. The various objects may include a user object corresponding to the user 12 as an avatar for the user 12. As an example, the user object may be a character, symbol, or icon. The game control unit 200 generates game play data in accordance with game progress data, various game-related operation instructions, various judgment results, and various lottery results. The play data generated by the game control unit 200 is transmitted to the server 30 by the communication unit 280.

[0039] The display control unit 210 controls the display content of the display device 27 serving as the display unit 220. For example, the display control unit 210 creates an image to be displayed on the display device 27. The display control unit 210 creates an image of a game screen according to progress data received via the communication unit 280. The display control unit 210 creates an image of a game screen according to play data generated by the game control unit 200. The display control unit 210 displays the image of the game screen on the display device 27. The display control unit 210 may be configured to display the image of the game screen on an external display device via the input / output IF 24. The display control unit 210 may be configured to display the image of the game screen on an external display device via the communication IF 23. The game screen is an image obtained by controlling and drawing 2D or 3D objects.

[0040] The display control unit 210 controls and draws objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 12. The UI objects are information for assisting the input operations by the user 12 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 21, as the display control unit 210, executes steps for controlling the display content of the display device 27 as the display unit 220, thereby performing functions corresponding to those steps.

[0041] The functions corresponding to each step in each terminal 20 can be realized by hardware and software (programs) executed by the processor 21. The software may be stored in advance in the memory 22. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 30, via the communication IF 23, and then stored in the memory 22. The software is read from the memory 22 by the processor 21 and stored in the memory 22 in the form of an executable program. The processor 21 executes the program.

[0042] <Functions of the first server> 5, the components of the first server 30a are combined one by one to form a functional unit (module). As an example, the first server 30a may include a game control unit 300, a prompt generation unit 310, a data acquisition unit 320, a storage unit 330, a communication unit 340, and an input / output unit 350. The data acquisition unit 320 may include an image data acquisition unit 321 and a text data acquisition unit 322. The server 30 may also include a display unit (not shown) and a display control unit (not shown).

[0043] As an example, the game control unit 300, the prompt generation unit 310, and the data acquisition unit 320 can be realized by the processor 31. As an example, the storage unit 330 can be realized by the memory 32. As an example, the communication unit 380 can be realized by the communication IF 33. As an example, the input / output unit 390 can be realized by the processor 31 and the input / output IF 34. As an example, the processor 31, as any of the functional units, executes steps for receiving various types of data, thereby performing a function corresponding to the step. As an example, the processor 31, as any of the functional units, executes steps for transmitting various types of data, thereby performing a function corresponding to the step. As an example, the processor 31, as any of the functional units, executes steps for progressing the game, steps for generating data (information), etc., thereby performing a function corresponding to each step. The specific content of the steps will be described later.

[0044] The communication unit 340 receives various data from one or more terminals 20. For example, the data received by the communication unit 340 from the terminal 20 includes play data and user data. The communication unit 340 transmits various data to one or more terminals 20. For example, the data transmitted by the communication unit 340 to the terminal 20 includes progress data and user data. The communication unit 340 receives various data from one or more second servers 30b. For example, the data received by the communication unit 340 from the second server 30b includes various image data and various text data. The communication unit 340 transmits various data to one or more second servers 30b. For example, the data transmitted by the communication unit 340 to the second server 30b includes various prompts 60. The communication unit 340 may detect and accept input operations by the user 12 on an external input device via the communication IF 33. The input / output unit 350 may detect and accept an input operation by the user 12 to an external input device via the input / output IF 34.

[0045] The game control unit 300 progresses the game in accordance with the play data received by the communication unit 340 from the terminal 20. The game control unit 300 defines a virtual space in which the game is set. The game control unit 300 places various objects in the virtual space. The various objects may include field objects and user objects. The game control unit 300 may make various determinations regarding the progress of the game. The game control unit 300 may perform various lotteries regarding the progress of the game. As an example, the game control unit 300 generates progress data in accordance with the play data, various operation instructions related to the game, various determination results, and various lottery results. The progress data generated by the game control unit 300 is transmitted to the terminal 20 by the communication unit 340.

[0046] The prompt generation unit 310 generates prompts 60. The prompts 60 include a second prompt 60b that is input to the image generation model M1, and a first prompt 60a and a third prompt 60c that are input to the language generation model M2. Each prompt 60 may include data generated as the game is played and data generated based on that data. Each prompt 60 may also include generation condition data that specifies the conditions for generating data in the generation model. As described above, each prompt 60 is expressed in text.

[0047] The image data acquisition unit 321 inputs the prompt 60 generated by the prompt generation unit 310 to the image generation model M1 from the communication unit 340. The image data acquisition unit 321 acquires the image data generated by the image generation model M1 based on the prompt 60. The text data acquisition unit 322 inputs the prompt 60 generated by the prompt generation unit 310 to the language generation model M2 from the communication unit 340. The text data acquisition unit 322 acquires the text data generated by the language generation model M2 based on the prompt 60.

[0048] The storage unit 330 stores various types of data. The storage unit 330 stores user data D1. As an example, the user data D1 stores data such as a user name, gender, age, and address, associated with a user ID. The user data D1 stores data such as one or more card IDs, one or more equipment item IDs, and one or more consumable item IDs, associated with the user ID. As will be described in detail later, cards, equipment items, and consumable items are examples of objects that can be used in a game. As an example, associating a card ID, equipment item ID, and consumable item ID with a user ID means that the user 12 possesses the objects corresponding to each ID. The user data D1 stores data indicating the in-game virtual currency owned by the user 12 and various rewards, associated with the user ID.

[0049] The storage unit 330 stores action log data D2 as an example of data generated as the game is played. The storage unit 330 stores generation condition data D3 that specifies the conditions for generating data in the generative model. The generation condition data D3 may be text indicating a question, command, or condition that must be written as the prompt 60, or may be text selected based on data generated as the game progresses. As an example, the storage unit 330 stores card data D4. The card data is various data related to cards. As an example, the storage unit 330 stores item data D5. The item data D5 is various data related to equipment items.

[0050] The functions corresponding to each step in the first server 30a can be realized by hardware and software (programs) executed by the processor 31. The software may be stored in advance in the memory 32. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as an external storage device, via the communication IF 33, and then stored in the memory 32. The software is read from the memory 32 by the processor 31 and stored in the memory 32 in the form of an executable program. The processor 31 executes the program.

[0051] <Functions of the second server> As shown in Fig. 6, the components of the second server 30b are combined one by one to form a functional unit (module) having a cohesive function. As an example, the second server 30b may include a generation control unit 360, a storage unit 370, a communication unit 380, and an input / output unit 390. The server 30 may also include a display unit (not shown) and a display control unit (not shown). The storage unit 370 stores an image generation model M1 and a language generation model M2.

[0052] As an example, the generation control unit 360 can be realized by the processor 31. As an example, the storage unit 370 can be realized by the memory 32. As an example, the communication unit 380 can be realized by the communication IF 33. As an example, the input / output unit 390 can be realized by the processor 31 and the input / output IF 34. As an example, the processor 31, as any of the functional units, executes steps for receiving various types of data, thereby fulfilling a function corresponding to the step. As an example, the processor 31, as any of the functional units, executes steps for transmitting various types of data, thereby fulfilling a function corresponding to the step. As an example, the processor 31, as any of the functional units, executes steps for generating data (information), etc., thereby fulfilling a function corresponding to the respective step. The specific content of the steps will be described later.

[0053] The generation control unit 360 inputs the prompt 60 received from the first server 30a by the communication unit 380 into the image generation model M1, causing the image generation model M1 to generate image data. The image data generated by the image generation model M1 is sent to the first server 30a by the communication unit 380. The generation control unit 360 inputs the prompt 60 received from the first server 30a by the communication unit 380 into the language generation model M2, causing the language generation model M2 to generate text data. The text data generated by the language generation model M2 is sent to the first server 30a by the communication unit 380.

[0054] As an example, the image generation model M1 is a large-scale model that has been trained using a large dataset. The image generation model M1 may be a model trained using so-called deep learning. Model learning can be performed using supervised learning, unsupervised learning, reinforcement learning, or a combination of these. For example, the image generation model M1 can employ a diffusion model, a generative adversarial network (GAN), or a variational autoencoder (VAE).

[0055] For example, a diffusion model assumes a diffusion process that adds stochastic noise following a Gaussian distribution to image data, and a de-diffusion process that removes noise from the image data. The diffusion model has a noise removal network that removes noise from the image data. The diffusion model learns to minimize the error between the image data from which noise has been removed by the de-diffusion process and the image data generated in the diffusion process. The diffusion model can generate new image data from input data (latent variables) and pure noise.

[0056] For example, a GAN has two networks: a generator and a discriminator. The generator generates new image data based on input data (latent variables). The discriminator identifies whether the input data is training data or data generated by the generator. Meanwhile, the generator attempts to generate data similar to the training data. The generator attempts to generate more accurate fake data, while the discriminator learns to more accurately distinguish fake data. In this way, by repeating training between the generator and discriminator, the generator becomes able to generate data that is indistinguishable from training data.

[0057] For example, a VAE uses two networks, an encoder and a decoder, to compress and decompress input image data, and learns to minimize the error between the decompressed image data and the input image data. The VAE can generate new image data based on input data (latent variables). Alternatively, the image generation model M1 may be a flow-based model. The image generation model M1 is a model that has been pre-trained using a general-purpose dataset, but the image generation model M1 may also be a model that has been fine-tuned to generate image data suitable for games.

[0058] As an example, the image generation model M1 may be configured as a text-to-image image generation model. As an example, the image generation model M1 may include a text encoder that converts a prompt 60 written in text into latent variables, such as vectors, that can be handled by the generative model. For example, the text encoder converts the text included in the prompt 60 into latent variables, such as vectors, that can be handled in latent space. The image generation model M1 may also include a decoder that converts image data generated in latent space into an RGB image that can be handled in pixel space. The decoder included in the VAE described above can be used as this decoder. In this way, the image generation model M1 can generate image data as an RGB image that can be displayed on a computer display device based on the input prompt 60.

[0059] As an example, the language generation model M2 is a large-scale model that has been trained using a large dataset. For example, the language generation model M2 is a natural language model trained using so-called deep learning. As an example, the language generation model M2 may be a large language model (LLM) that can perform various language tasks such as text translation, text analysis, text summarization, text classification, and question and answering. When the language generation model M2 receives a prompt 60 written in text, it generates text data in accordance with the instructions, etc., expressed in the text included in the prompt 60.

[0060] The communication unit 380 receives various types of data from one or more first servers 30a. As an example, the data that the communication unit 380 receives from the first server 30a includes various prompts 60. The communication unit 380 transmits various types of data to one or more first servers 30a. As an example, the data that the communication unit 380 transmits to the first server 30a includes various types of image data and various types of text data. The communication unit 380 may detect and accept an input operation by the user 12 on an external input device via the communication IF 33. The input / output unit 390 may detect and accept an input operation by the user 12 on an external input device via the input / output IF 34.

[0061] <Game Overview> As shown in FIG. 7, for example, the game includes multiple parts with different properties. For example, the game includes a preparation part 70, a supply lottery part 71, an event part 72, and a generation part 73. For example, the game includes participation in a battle event in which the user 12 defeats enemy characters using cards owned by the user 12 (hereinafter referred to as owned cards). For example, the cards include cards prepared in advance in the game (hereinafter referred to as common cards). The cards also include cards generated by the user 12 using generative models M1 and M2 (hereinafter referred to as original cards).

[0062] Here, the card will be described. 8, a card includes name data 51, image data 52, attribute data 53, effect data (skill data) 54, attack power data 55, cost data 56, category data 57, and score data 58. These data 51 to 58 are stored as card data D4 in the storage unit 330 of the first server 30a in association with a card ID. The card data D4 may also include a user ID indicating the user 12 who created the original card in association with the card ID.

[0063] The name data 51 is a parameter that mainly indicates the name of a character or the like represented by the image data 52. For example, the name data 51 may be the name of a character in the story (e.g., a swordsman) or the name of a monster that appears in the story (e.g., a dragon and a fairy). The name data 51 may also be the name of an actual animal (e.g., a lion) or the name of a famous person. The name data 51 is not limited to the above and may be any type.

[0064] As will be described in detail later, the image data 52 included in the original card may be image data 52 generated by the image generation model M1 based on the prompt 60. Here, the prompt 60 may be generated based on one or more basic data including the name data 51. In such a case, the image data 52 includes a visual representation (content) of a character or the like that the user 12 can imagine in a certain relationship to the name data 51. As described above, the image generation model M1 is configured as a large-scale model. Therefore, for example, if the name data 51 is "swordsman," the image data 52 will be content that most typical users 12 would recognize as a "swordsman," such as a character holding a sword. The card and the image data 52 that constitutes the card are examples of objects and examples of game elements or service elements.

[0065] The attribute data 53 is a parameter indicating an attribute set for a card. The attribute data 53 is data indicating the characteristics of the card. As an example, the attribute data 53 indicates the atmosphere, theme, message, concept, etc. of the visual expression (content) in the image data 52. For example, the attribute data 53 may be text such as "anger," "expressionless," "cherry blossoms," and "starry sky." As an example, the attribute data 53 is included in the basic data of the prompt 60 input to the image generation model M1. Therefore, even if the name data 51 of the image data 52 is the same, such as "swordsman," different attribute data 53 will result in different atmospheres and other content, even though most general users 12 will recognize the image data 52 as a "swordsman."

[0066] For example, the same attribute data 53 leads to the same atmosphere, theme, message, concept, etc. of the visual representation in the image data 52. For example, different attribute data 53 leads to different atmosphere, theme, message, concept, etc. of the visual representation in the image data 52. As an example, at the start of the game, the user 12 is given multiple common cards as initial cards. These initial cards are set with the same attribute data 53. Therefore, the image data 52 of the multiple initial cards will include visual representations with a unified atmosphere, etc., even if the name data 51 is different.

[0067] As an example, image generation model M1 is a so-called probabilistic model. Therefore, even when the same prompt 60 is used to generate image data 52 multiple times, each image data 52 does not necessarily have the same visual representation, but rather has a different visual representation even within the trends according to the basic data included in prompt 60.

[0068] For example, the attribute data 53 of the initial card may be inherited by an original card newly created by the user 12. Furthermore, in a card acquisition event 72c described below, the attribute data 53 of the common card provided to the user 12 is the same attribute data 53 as that of the initial card. In other words, the attribute data 53 of the initial card essentially becomes an attribute associated with the user 12 and is not changed during the game. In this way, the first attribute is set when the first user 12a begins using the service and cannot be changed while the service is being used. Similarly, the second attribute is set when the second user 12b begins using the service and cannot be changed while the service is being used.

[0069] The effect data 54 is a parameter indicating the effect (skill) that the card will exert when used in a battle event. For example, the card's effect may be to periodically inflict damage on enemy characters, to heal the avatar, to strengthen the avatar, or other effects. The attack power data 55 is a parameter indicating attack power and is used to calculate the amount of damage inflicted on enemy characters. The cost data 56 is a parameter indicating the cost of using the card. The classification data 57 is a parameter that can identify whether the card is a common card or an original card. The score data 58 is a parameter indicating the evaluation value of the card. As will be described in detail below, the effect data 54, attack power data 55, and cost data 56 are determined based on the score data 58. The score can be considered a parameter indicating the strength or value of the card.

[0070] An example of the preparation part 70 will be described. As shown in FIG. 7, the preparation part 70 is a part for preparing for the event part 72. Preparation for the event part 72 includes changing the settings of the avatar. In the preparation part 70, the character used as the avatar can be changed. In the preparation part 70, the equipped items and consumable items possessed by the avatar can be changed. Changing these items can include adding, deleting, and exchanging.

[0071] Equipment items include weapons, armor, and accessories. Equipment items increase the ability parameters of an avatar. For example, an avatar is set with attack power data indicating attack power, defense power data indicating defense power, and endurance data (so-called hit points) indicating endurance. Weapons may strengthen the attack power of an avatar. Armor may strengthen the defense power of an avatar. Accessories may strengthen the endurance of an avatar. Consumable items can be used in event part 72 if they are possessed by the avatar. For example, consumable items include healing potions and strengthening medicines. Healing potions restore the endurance of an avatar. Strengthening medicines temporarily increase ability parameters by a certain value.

[0072] The preparation part 70 may allow the use of several consumable items. The consumable items may include growth items that permanently increase ability parameters by a certain value. The consumable items may include skill items that allow the avatar to learn skills or magic. The consumable items may include change items that grant the right to change the avatar's race, gender, body shape, hairstyle, or facial expression. Without being limited to this, the preparation part 70 may be configured to allow the avatar's settings to be changed without consuming items. The preparation part 70 may also allow the user 12 to delete cards that are no longer needed from among their owned cards.

[0073] An example of the event part 72 will be described. As shown in FIG. 7, when a start operation is performed in the preparation part 70, the event part 72 starts. The event part 72 is a part in which multiple types of events are executed. As an example, the multiple types of events include a battle event 72a, a selection event 72b, and a card acquisition event 72c. In the event part 72, the selection event 72b or the battle event 72a first occurs. When the battle event 72a ends, the card acquisition event 72c occurs. When the selection event 72b or the card acquisition event 72c ends but the end condition of the event part 72 is not met, the selection event 72b or the battle event 72a newly occurs. On the other hand, when the end condition of the event part 72 is met, the event part 72 ends and the process moves to the generation part 73.

[0074] As an example, the battle event 72a is a turn-based competitive event in which the user 12's avatar battles one or more enemy characters, which are examples of enemy objects. In the battle event 72a, the user 12 selects a card to use in the current turn from among the cards they possess. The enemy character's hit points are reduced according to the total attack power of the used card and the attack power of the weapon equipped by the avatar. As an example, a damage value calculated by subtracting the enemy character's defensive power from the total attack power of the used card and the attack power of the weapon equipped by the avatar may be subtracted from the enemy character's hit points. An effect is exerted on the avatar or enemy character according to the effect data 54 of the used card. In one turn, the user 12 can continue to select cards to use and take action until the total cost of the used cards reaches a specified cost. The user 12 can also use consumable items they possess.

[0075] In the battle event 72a, when a turn ends because the total cost of the cards used reaches a predetermined cost, the enemy character takes action. When an avatar is attacked by an enemy character, its hit points decrease. The amount of hit point decrease is reduced according to the avatar's defensive power. As an example, a damage value calculated by subtracting the defensive power of the armor equipped by the avatar from the enemy character's attack power may be subtracted from the avatar's hit points. In the battle event 72a, the criterion for determining the outcome of the battle is whether the user's 12 avatar fulfills the victory condition before the enemy character. As an example, the victory condition is whether the enemy character becomes unable to fight. As an example, the avatar and enemy character become unable to fight when their hit points reach 0.

[0076] The selection event 72b is an event in which a plurality of options indicating the behavior of the avatar are presented to the user 12, and the avatar is caused to take the behavior indicated by the option selected by the user 12. The selection event 72b is provided with a plurality of combinations of a situation (hereinafter referred to as a selection situation) that presupposes the user 12 to select an option, and the options for that situation. For example, in the selection event 72b, in a scene in which an NPC (Non Player Character) is requesting help, the user 12 is presented with the options of "help the NPC" and "don't help the NPC." Then, in the selection event 72b, the avatar acts in accordance with the option selected by the user 12.

[0077] The card acquisition event 72c is an event in which the user 12 can acquire a card. As an example, the card acquisition event 72c is executed after the battle event 72a ends. In the card acquisition event 72c, multiple cards are presented to the user 12. In the card acquisition event 72c, one or more cards selected by the user 12 are granted to the user 12. In the card acquisition event 72c, a common card is presented to the user 12. In the card acquisition event 72c, an original card may be presented to the user 12.

[0078] An example of the generation part 73 will be described. When the event part 72 ends, the generation part 73 begins. The generation part 73 includes a generation event 73a. In the generation event 73a, an original card is generated based on the user 12's action log in the event part 72, etc. In the generation event 73a, the user 12 can acquire the generated original card. In addition, the original card generated in the generation event 73a can potentially be acquired by another user 12 in a card acquisition event 72c performed by the other user 12.

[0079] Here, the procedure for generating an original card will be described. The original card is generated using a generation AI. One or more prompts 60 are used to generate the image data 52 of the original card. The basic data of the one or more prompts 60 includes the user 12's behavior log data D2 and one or more attribute data 53. The behavior log data D2 can be said to be the results of the user 12 playing the game.

[0080] Here, an example of the action log data D2 will be described. 9, for example, action log data D2 is generated for each of one or more users 12 and for each event part 72. The action log data D2 may include data Ds indicating the start of the event part 72 and data De indicating the end of the event part 72. The action log data D2 includes log data indicating each action of the user 12 in the event part 72.

[0081] As an example, the action log data D2 may include, as the first action log data L1, data L1a indicating the start of the selection event 72b, data L1b indicating the option selected in the selection event 72b, and data L1c indicating the result of the selection event 72b. As an example, the data L1a is text such as "The NPC is asking for your help... You are forced to choose whether to help or not." The data L1a may or may not match the text presented to the user 12 via the display device 27 as the selection status in the selection event 72b. As an example, the data L1b is text such as "You chose not to help the NPC." As an example, the data L1c is text such as "As a result of you not helping the NPC, the NPC left with a look of regret."

[0082] As an example, the action log data D2 may include, as second action log data L2, data L2a indicating the start of a battle event 72a, data L2b indicating the effect data 54 of the cards used in the battle event 72a, and data L2c indicating the outcome of the battle event 72a (e.g., win or loss). For example, data L2a may be text such as, "The user started a battle with an enemy character. The user did not notice the enemy character until the last moment, allowing the enemy character to launch a preemptive attack." For example, data L2b may be text such as, "The user inflicted poison. The enemy character displayed a look of anguish." and "The user activated a recovery skill. A warm light healed the user's wounds." For example, data L2c may be text such as, "The user narrowly won the battle with the enemy character."

[0083] Returning to the explanation of the procedure for generating an original card. As shown in FIGS. 10 and 11 , a first prompt 60a is generated based on first behavior log data L1 extracted from behavior log data D2. The first prompt 60a may include first premise data 61, which is an example of generation condition data D3. For example, the first premise data 61 includes an instruction to generate an evaluation text and an instruction to determine name data 51. For example, the first premise data 61 may be text such as, "You are the god of this game. Please create an evaluation text for the user's behavior shown in the first behavior log data, and select and submit one name data item from the list of name data items that is appropriate for the content of the evaluation text." In this case, the first prompt 60a may include a list of name data 51. According to this example, the first prompt 60a includes an instruction to the language generation model M2 to create an evaluation text and an instruction to select name data 51 corresponding to the created evaluation text.

[0084] The first prompt 60a is generated by the prompt generation unit 310. The first prompt 60a generated by the prompt generation unit 310 is input to the language generation model M2. The language generation model M2 creates an evaluation text and determines name data 51 corresponding to the evaluation text. The text data acquisition unit 322 acquires the name data 51 and the evaluation text as text data from the language generation model M2.

[0085] Next, a second prompt 60b is generated based on the name data 51 generated by the language generation model M2 and one or more attribute data 53. The second prompt 60b includes second premise data 62, which is an example of the generation condition data D3. As an example, the second premise data 62 includes a command to generate image data 52 and a command specifying general conditions for generating the image data 52. As an example, the second premise data 62 may include text such as "two-dimensional game character," "bold perspective," "detailed background," and "high quality" as data that also serves as these commands. The command to generate image data 52 and the command specifying the general conditions may be written as separate, different text.

[0086] The second prompt 60b may include the name data 51 as is. Alternatively, the second prompt 60b may include auxiliary data 64 that embodies or characterizes the character represented by the name data 51, in addition to or instead of the name data 51. For example, if the name data 51 is "swordsman," the auxiliary data 64 may be text such as "double-edged sword," "person wearing light armor," and "right-handed." For example, as an example of the generation condition data D3, the auxiliary data 64 may be stored in the memory 32 in association with each piece of name data 51. The prompt generator 310 may then incorporate the auxiliary data 64 associated with the name data 51 generated by the language generation model M2 into the second prompt 60b.

[0087] The second prompt 60b may include basic attribute data 53a, which is attribute data set on the initial card of the user 12. The second prompt 60b may also include additional attribute data 53b, which is attribute data set on a card selected by an operation of the user 12 (hereinafter referred to as an additional attribute card). As an example, a card selected as an additional attribute card is consumed (deleted) from the cards owned by the user 12 as payment for generating a new original card. As an example, in one generation event 73a, it is possible to select one card as the additional attribute card. However, it is not limited to this, and it may be possible to select two or more cards as the additional attribute card in one generation event 73a.

[0088] The second prompt 60b may include each attribute data 53a, 53b as is. However, the second prompt 60b may include auxiliary data 64 that embodies or defines the attribute indicated by the attribute data 53, in addition to or instead of the attribute data 53. For example, if the attribute data 53 is "starry sky," the auxiliary data 64 may be text such as "pitch-dark sky" and "starry sky." Furthermore, the auxiliary data 64 may include text or numbers indicating the priority and reflection intensity of each auxiliary data 64, in addition to data that embodies or defines the attribute data 53. For example, if the reflection intensity of the auxiliary data 64 for the basic attribute data 53a and the auxiliary data 64 for the additional attribute data 53b is different, image data 52 that strongly reflects the attribute data 53 with a high reflection intensity is more likely to be generated. For example, as an example of the generation condition data D3, the auxiliary data 64 is stored in the memory 32 in association with each attribute data 53. The prompt generator 310 may then incorporate the auxiliary data 64 associated with each of the attribute data 53a and 53b into the second prompt 60b.

[0089] The second prompt 60b is generated by the prompt generation unit 310. The second prompt 60b generated by the prompt generation unit 310 is input to the image generation model M1. The image data 52 is generated by the image generation model M1. The image data acquisition unit 321 acquires the image data 52 from the image generation model M1.

[0090] A third prompt 60c is generated based on the second behavior log data L2 extracted from the behavior log data D2 and the name data 51 generated by the language generation model M2. The third prompt 60c may include third premise data 63, which is an example of the generation condition data D3. For example, the third premise data 63 may include a command to determine the effect data 54 of the card. For example, the third premise data 63 may be text such as, "You are the god of this game. Please select and submit one effect data from the list of effect data to grant to the user. Please select effect data appropriate to the content indicated by the name data. The second behavior log data includes data indicating the effects (e.g., skills) of cards used in battle events. Please select effect data taking into account the number of times each effect (skill) has been used." In this case, the third prompt 60c may include a list of the effect data 54 of the card. According to this example, the third prompt 60c includes a command to the language generation model M2 to select effect data 54 corresponding to the name data 51 and the second behavior log data L2.

[0091] The third prompt 60c is generated by the prompt generation unit 310. The third prompt 60c generated by the prompt generation unit 310 is input to the language generation model M2. The language generation model M2 determines the effect data 54. The text data acquisition unit 322 acquires the effect data 54 as text data from the language generation model M2.

[0092] The name data 51, image data 52, attribute data 53, effect data 54, and other data are then associated with the new card ID and stored in the card data D4. The other data may include score data 58 determined according to the user 12's progress in the game. The other data may include attack power data 55 and cost data 56 determined based on the score data 58 and the effect data 54. The attribute data of the initial card may be set as the attribute data 53 of the new original card. Thus, the original card generated by the first user 12a includes attribute data 53 indicating the first attribute associated with the first user 12a. The original card generated by the second user 12b includes attribute data 53 indicating the second attribute associated with the second user 12b. Alternatively, the attribute data set on the additional attribute card may be set as the attribute data 53 of the new original card. The other data may include a user ID indicating the user 12 who generated the original card. In this manner, a new original card is generated in the generation event 73a. The generated original card is presented to the user 12 who generated the original card. The generated original card is owned by the user 12 who generated the original card. In other words, the user 12 can use the original card in the game. When the generation part 73 is completed, the process moves to the preparation part 70.

[0093] An example of the offer lottery part 71 will be described. As shown in FIG. 7, the provision lottery part 71 is a part in which a value that can be used in the game (hereinafter referred to as in-game value) is randomly provided by a provision lottery using a predetermined random number. In the following description, the in-game value selected by the provision lottery and provided to the user 12 will be referred to as the provided value. When a transition operation is performed in the preparation part 70, the provision lottery part 71 starts.

[0094] As an example, the provided value may be an equipment item. As an example, the provided value may be a weapon, a protective gear, or an accessory. The provided value is not limited to an equipment item, but may include an item that can be used in any part, or may include in-game currency. The provided value may also be a character that can be used as an avatar.

[0095] As an example, the offer lottery part 71 can use a single lottery function, in which one offer lottery is executed as one unit, and an N-series lottery function, in which N offer lotteries (where N is a natural number greater than or equal to 2) are executed consecutively as one unit. As an example, N is 10. As an example, the sum of the winning probabilities of each offer value for each offer lottery is 1. In this case, in the lottery game, the user 12 can acquire the same number of in-game values ​​as the number of offer lotteries executed. In other words, in one lottery, the user 12 acquires one in-game value. In N-series lotteries, the user 12 acquires N in-game values. Not limited to this, the sum of the winning probabilities P of each offer value may be less than 1. In other words, there may be cases in which the offer lottery does not win any of the offer values ​​(hereinafter referred to as a loss). In the case of a loss, the user 12 does not acquire any in-game value.

[0096] Users 12 can enter the offer lottery by spending in-game currency. The amount of in-game currency required to acquire the right to N consecutive lotteries is higher than the amount of in-game currency required to acquire the right to a single lottery. As an example, the amount of in-game currency required to acquire the right to enter the offer lottery is calculated by multiplying the number of times the offer lottery is executed by the unit price. Without being limited to this, the in-game currency required to acquire the right to the lottery game may be configured so that the unit price decreases the more times the offer lottery is executed. Note that the game is configured so that the in-game value selected by the offer lottery cannot be transferred to other users 12, but it may also be configured so that it can be transferred to other users 12.

[0097] <Processing flow for running the game> The following describes the processing for executing various events. In situations where it is necessary to distinguish one user 12 from other users 12, the description will be given assuming that a first user 12a is operating the terminal 20. However, the processing described below is performed in the same manner in situations where other users 12, including a second user 12b, operate the terminal 20. The processor 31 of the server 30 executes processing for executing a game, thereby functioning as a game control unit 300 and constituting an example of a service providing unit that provides a game, which is an example of a service. The processor 21 of the terminal 20 executes processing for executing a game, thereby functioning as a game control unit 200 and constituting an example of a service providing unit that provides a game, which is an example of a service.

[0098] An example of the flow of processing for executing a battle event will be described. 12, in step S100, processor 31 of first server 30a transmits a battle event start notification to terminal 20. In step S101, processor 21 of terminal 20 receives the battle event start notification. In step S102, processor 21 of terminal 20 displays a battle event screen on display device 27.

[0099] In step S103, the processor 21 of the terminal 20 executes terminal battle event processing. The processor 21 transmits and receives various data to and from the first server 30a via the communication IF 23. The processor 21 controls the battle event based on the various data received from the first server 30a. As an example, when the processor 21 identifies an action instruction in response to an input operation by the user 12, the processor 21 transmits play data indicating the content of the instruction to the first server 30a. For example, the play data may be data indicating a card to be used that the user 12 has designated from among his or her owned cards. As an example, the processor 21 receives progress data from the first server 30a. The processor 21 updates the display content of the display device 27 in accordance with the progress data. For example, the processor 21 may display on the display device 27 the reduction in the hit points of the avatar or enemy character and the exertion of the effect (skill) of the used card.

[0100] In step S104, the processor 31 of the first server 30a executes server battle event processing. For example, the processor 31 transmits and receives various data to and from the terminal 20 via the communication IF 33. The processor 31 controls the battle event based on the various data received from the terminal 20. As an example, the processor 31 receives play data from the terminal 20. The processor 31 manages the actions of the avatar of the user 12 according to the play data. As an example, the processor 31 reduces the hit points of the enemy character according to the total attack power of the weapons equipped by the avatar and the cards used. The processor 31 activates the effects of the cards used. The processor 31 ends one turn when the total cost of the cards used reaches a specified cost. The processor 31 transmits progress data indicating the results of the avatar's actions to the terminal 20. The processor 31 also causes the enemy character to act. As an example, the processor 31 reduces the hit points of the avatar according to the attack power of the enemy character and the defensive power of the armor equipped by the avatar. The maximum number of hit points of the avatar is increased by the accessories equipped on the avatar. The processor 31 transmits progress data to the terminal 20 indicating the results of the actions of the enemy characters.

[0101] Processor 31 of first server 30a determines whether a condition for ending the battle event has been met. As an example, processor 31 determines that the condition for ending the battle event has been met when the hit points of the avatar or the hit points of the enemy character become 0. If the condition for ending the battle event has been met, processor 31 ends the battle event and proceeds to step S105.

[0102] In step S105, processor 31 of first server 30a transmits a battle event end notification to terminal 20. In step S106, processor 31 of first server 30a stores an action log of this battle event as action log data D2 in memory 32 of first server 30a. For example, the action log may include text indicating the effects (skills) used by user 12 and text indicating the results (win or loss) of the battle event. Thereafter, processor 31 of first server 30a ends the process for executing the battle event. Meanwhile, in step S107, processor 21 of terminal 20 receives the battle event end notification. Processor 21 ends the display of the battle event screen. This completes the series of processes for executing the battle event.

[0103] An example of the flow of processing for executing a selected event will now be described. 13, in step S110, processor 31 of first server 30a transmits a selected event start notification to terminal 20. In step S111, processor 21 of terminal 20 receives the selected event start notification. In step S112, processor 21 of terminal 20 displays a selected event screen on display device 27.

[0104] In step S113, the processor 21 of the terminal 20 executes a terminal selection event process. The processor 21 transmits and receives various data to and from the first server 30a via the communication IF 23. The processor 21 controls the selection event based on the various data received from the first server 30a. As an example, when the processor 21 identifies an action instruction in response to an action instruction operation by the user 12, the processor 21 transmits play data indicating the content of the instruction to the first server 30a. For example, the play data may be data indicating an option selected by the user 12 from among multiple options. As an example, the processor 21 receives progress data from the first server 30a. The processor 21 updates the display content of the display device 27 in accordance with the progress data. For example, the processor 21 may present the user 12 with multiple options indicating the avatar's actions by displaying the multiple options indicated in the progress data on the display device 27. For example, when presenting the multiple options, the processor 21 may display information on the display device 27 indicating a selection status that is a prerequisite for selecting one of the multiple options.

[0105] In step S114, the processor 31 of the first server 30a executes server selection event processing. For example, the processor 31 transmits and receives various data to and from the terminal 20 via the communication IF 33. The processor 31 controls the selection event based on the various data received from the terminal 20. As an example, the processor 31 transmits progress data indicating multiple options and the selection status in the selection event to the terminal 20. As an example, the processor 31 receives play data from the terminal 20. The processor 31 manages the actions of the avatar of the user 12 according to the play data. The processor 31 transmits progress data indicating the results of the avatar's actions to the terminal 20.

[0106] In step S115, the processor 31 of the first server 30a sends a selected event end notification to the terminal 20. In step S116, the processor 31 of the first server 30a stores the action log of this selected event as action log data D2 in the memory 32 of the first server 30a. For example, the action log may include the selection status, the options selected by the user 12, and the results of the selection. Meanwhile, in step S117, the processor 21 of the terminal 20 receives the selected event end notification. The processor 21 ends the display of the selected event screen. This completes the series of processes for executing the selected event.

[0107] An example of the flow of processing for executing a card acquisition event will be described. As shown in FIG. 14, in step S120, the processor 31 of the first server 30a determines n cards to be provided, where n is a natural number greater than or equal to 1, e.g., 3. As an example, the processor 31 determines the cards to be provided from among the multiple cards defined in the card data D4, excluding cards associated with the user ID of the first user 12a. As described above, the card data D4 includes original cards created by users other than the user 12. Therefore, the multiple cards to be provided may include one or more original cards in addition to the common cards. In a more specific example, three cards to be provided are determined, and one, two, or three of the cards may be original cards created by the second user 12b. The common cards are selected from cards with the same attributes as the initial cards of the user 12.

[0108] In step S121, the processor 31 of the first server 30a sends a card acquisition event start notification to the terminal 20. The card acquisition event start notification may include data indicating the offered card determined in step S120. In step S122, the processor 21 of the terminal 20 receives the card acquisition event start notification. In step S123, the processor 21 of the terminal 20 displays a card acquisition event screen on the display device 27. As an example, the card acquisition event screen includes information indicating the multiple offered cards indicated in the card acquisition event start notification. By executing steps S120 and S121, the processor 31 of the first server 30a functions as the game control unit 300 and constitutes an example of a presentation unit. The presentation unit causes the second object created by the second user 12b to be presented to the first user. The presentation unit may present the first object created by the first user 12a to the second user.

[0109] In this way, the plurality of objects that the processor 31 of the first server 30a causes to be presented to the first user 12a may include a second object generated by the second user 12b according to a predetermined probability. It can also be said that the plurality of objects that the processor 31 causes to be presented to the second user 12b may include a first object generated by the first user 12a according to a predetermined probability. Also, the plurality of objects that the processor 31 causes to be presented to the first user 12a may include a common card prepared by the service provider. It can also be said that the plurality of objects that the processor 31 causes to be presented to the second user 12b may include a common card. The original card and image data 52 included in the original card are examples of a first object and a second object. The common card is an example of a third object.

[0110] In step S124, the processor 21 of the terminal 20 accepts a card selection operation by the user 12. The card selection operation is an operation for indicating a card that the user 12 wishes to select from a plurality of offered cards. In step S125, the processor 21 of the terminal 20 transmits a card selection notification to the first server 30a, indicating the offered card indicated by the card selection operation by the user 12.

[0111] In step S126, the processor 31 of the first server 30a receives the card selection notification. That is, the processor 31 accepts the selection of the provided card by the user 12. By executing step S126, the processor 31 of the first server 30a functions as the game control unit 300 and constitutes an example of a selection unit. The selection unit accepts the selection of the second object by the first user 12a. It can also be said that the selection unit accepts the selection of the first object by the second user 12b. The processor 31 becomes able to accept the selection of the second object at a predetermined timing. As an example, the predetermined timing may be the timing when a battle with an enemy character, which is an example of an enemy object, ends. Note that the predetermined timing may be only the timing when the battle ends, excluding the timing when the battle is lost.

[0112] In step S127, the processor 31 of the first server 30a grants the offered card indicated in the card selection notification to the user 12. As an example, the processor 31 may associate the card ID of the offered card indicated in the card selection notification with the user ID of the user 12 and store it in the user data D1. In other words, the processor 31 allows the user 12 to possess the offered card. This completes the series of processes for executing the card acquisition event.

[0113] By executing step S127, the processor 31 of the first server 30a functions as the game control unit 300 and constitutes an example of a utilization unit. The utilization unit makes the original card selected in step S126 or the image data 52 constituting the card available to the user for use in the service. In other words, the utilization unit makes the second object created by the second user 12b available to the first user 12a for use in the service. It can also be said that the utilization unit makes the first object created by the first user 12a available to the second user 12b for use in the service. As an example, the availability for use in the service means that the object can be used in a battle event 72a.

[0114] An example of a process flow for executing a generated event will now be described. As shown in FIG. 15, in step S140, the processor 31 of the first server 30a extracts first action log data L1 from the action log data D2. In step S141, the processor 31 of the first server 30a generates a first prompt 60a based on basic data. The basic data here includes the first action log data L1. In step S142, the processor 31 of the first server 30a transmits the first prompt 60a to the second server 30b.

[0115] In step S143, the processor 31 of the second server 30b receives the first prompt 60a. In step S144, the processor 31 of the second server 30b inputs the first prompt 60a into the language generation model M2 to generate text data. This text data may include evaluation text and name data 51. In step S145, the processor 31 of the second server 30b transmits the text data generated by the language generation model M2 to the first server 30a.

[0116] In step S146, the processor 31 of the first server 30a receives the text data generated by the language generation model M2. In step S147, the processor 31 of the first server 30a transmits a behavioral evaluation display request to the terminal 20. As an example, the behavioral evaluation display request may include data instructing that the evaluation text be displayed on the terminal 20. The behavioral evaluation display request may include data indicating the evaluation text generated by the language generation model M2. In step S148, the processor 21 of the terminal 20 receives the behavioral evaluation display request. In step S149, the processor 21 of the terminal 20 displays the evaluation text instructed in the behavioral evaluation display request on the display device 27.

[0117] In step S150, the processor 31 of the first server 30a sends an attribute selection request to the terminal 20. As an example, the attribute selection request is a request for the user 12 to select an additional attribute. In step S151, the processor 21 of the terminal 20 receives the attribute selection request. In step S151, the processor 21 may display a list of cards owned by the user 12 on the display device 27. In step S152, the processor 21 of the terminal 20 accepts an attribute selection operation by the user 12. The attribute selection operation can also be said to be an operation of selecting an attribute-granted card.

[0118] In step S153, the processor 21 of the terminal 20 transmits an additional attribute notification to the first server 30a. The additional attribute notification is data that can identify the additional attribute data 53b. For example, the additional attribute notification may be data that indicates an additional attribute card, or may be the additional attribute data 53b itself. In step S154, the processor 31 of the first server 30a receives the additional attribute notification.

[0119] 16, in step S155, the processor 31 of the first server 30a generates a second prompt 60b based on the basic data. The basic data here includes the name data 51 received in step S146 and the additional attribute data 53b received in step S154. The basic data may further include basic attribute data 53a. In step S156, the processor 31 of the first server 30a transmits the second prompt 60b to the second server 30b.

[0120] In step S157, the processor 31 of the second server 30b receives the second prompt 60b. In step S158, the processor 31 of the second server 30b inputs the second prompt 60b into the image generation model M1 to generate image data 52. In step S159, the processor 31 of the second server 30b transmits the image data 52 generated by the image generation model M1 to the first server 30a. In step S160, the processor 21 of the terminal 20 receives the image data 52.

[0121] In step S161, the processor 31 of the first server 30a extracts the second action log data L2 from the action log data D2. In step S162, the processor 31 of the first server 30a generates a third prompt 60c based on the basic data. The basic data here includes the second action log data L2 and the name data 51 received in step S146. In step S163, the processor 31 of the first server 30a transmits the third prompt 60c to the second server 30b.

[0122] In step S164, the processor 31 of the second server 30b receives the third prompt 60c. In step S165, the processor 31 of the second server 30b inputs the third prompt 60c into the language generation model M2 to generate text data. This text data may include effect data 54. In step S166, the processor 31 of the second server 30b transmits the text data generated by the language generation model M2 to the first server 30a.

[0123] In step S167, the processor 31 of the first server 30a receives text data including the effect data 54. In step S168, the processor 31 of the first server 30a creates an object. The object here is an original card. As an example, the processor 31 associates the name data 51 and effect data 54 generated by the language generation model M2 and the image data 52 generated by the image generation model M1 with the new card ID, and adds them to the card data D4.

[0124] Processor 31 may generate attack power data 55, cost data 56, and score data 58 and associate them with the card ID. Here, processor 31 determines score data 58 according to the progress of the game. As an example, processor 31 may determine a higher score as the progress of the game progresses. As an example, the progress of the game may be the number of times an event part has been played (Pt). For example, processor 31 may determine score data 58 by lottery using a predetermined random number from within a score range s predetermined according to the number of times an event part has been played (Pt). In this case, score range s may have higher maximum and minimum values ​​according to the progress of the game. As an example, combinations of the number of times played (Pt) and score range s may be defined as "0≦Pt<5, 50≦s<100," "6≦Pt<10, 75≦s<125," "11≦Pt<20, 100≦s<150," and "21≦Pt, 150≦s<200."

[0125] The processor 31 determines a combination of the effect data 54, attack power data 55, and cost data 56 so that the total score obtained by scoring the parameters of the effect data 54, attack power data 55, and cost data 56 becomes the determined score data 58. The better the effect of the effect data 54, the higher the score. The higher the attack power of the attack power data 55, the higher the score. The lower the cost data 56, the higher the score. For example, the processor 31 may subtract the score of the effect data 54 from the score data 58 and allocate the remaining score to the attack power data 55 and the cost data 56 by lottery using a predetermined random number to determine each data 55, 56. Therefore, the score data 58 serves as an indicator of the strength of the card. For example, the higher the score, the stronger the card. The processor 31 may also associate data indicating that the card is an original card with the card ID as classification data 57.

[0126] In step S169, the processor 31 of the first server 30a causes the user 12 to possess the newly generated original card. As an example, the processor 31 may associate the card ID of the original card with the user ID of the user 12 and add the associated card to the user data D1. By executing step S169, the user 12 who generated the original card can use the original card in the game. The processor 31 of the first server 30a also releases the association between the card ID of the card designated as the additional attribute card and the user ID. In other words, the processor 31 deletes the card used as the additional attribute card from the cards possessed by the user 12.

[0127] In step S170, processor 31 of first server 30a transmits a card presentation request to terminal 20. As an example, the card presentation request is a request to have user 12 present the original card created in step S168. In step S171, processor 21 of terminal 20 receives the card presentation request. In step S172, processor 21 of terminal 20 displays the original card created in step S168 on display device 27. In other words, the original card is presented to user 12. This completes the series of processes for executing the generated event.

[0128] The processor 31 of the first server 30a executes processing for executing a generation event, thereby functioning as a data acquisition unit 320 and constituting an example of a first generation unit. The first generation unit generates first objects in the generative models M1 and M2 based on first usage information corresponding to the usage status of the service by the first user 12a. As an example, the first usage information may be at least a part of the action log data D2 of the first user 12a.

[0129] The processor 31 of the first server 30a executes processing for executing a generation event, thereby functioning as a data acquisition unit 320 and constituting an example of a second generation unit. The second generation unit generates second objects in the generative models M1 and M2 based on second usage information corresponding to the usage status of the service by the second user 12b. As an example, the second usage information may be at least a part of the action log data D2 of the second user 12b.

[0130] The second prompt 60b generates the attribute data of the additional attribute card as additional attribute data 53b. It can be said that the processor 31 functioning as the first generator causes the generative model to generate a first object based on attribute information corresponding to the second attribute included in the second object when the first user 12a can use the second object. It can also be said that the processor 31 functioning as the second generator causes the generative model to generate a second object based on attribute information corresponding to the first attribute included in the first object when the second user 12b can use the first object.

[0131] <Example of a display screen on a terminal display device> The battle event screen 400 will now be described. As shown in FIG. 17 , a battle event screen 400 is displayed on the display device 27 of the terminal 20 during a battle event. The battle event screen 400 is displayed by executing steps S102 and S103. For example, the battle event screen 400 may include a title panel 401, one or more enemy characters 402, and one or more card icons 403. The title panel 401 may include information indicating the name of the ongoing event, such as the text "Battle Event." Each of the one or more card icons 403 is an object representing a card 50 possessed by the user 12. Each card icon 403 may include name data 51, image data 52, and effect data 54. Each card icon 403 may also include attack power data 55. For example, by tapping the portion where each card icon 403 is displayed, an input operation may be performed to instruct the corresponding card 50 to be used as a card to be played.

[0132] The card acquisition event screen 420 will now be described. The card acquisition event screen 420 is displayed on the display device 27 of the terminal 20 while the card acquisition event is being executed. The card acquisition event screen 420 is displayed by executing steps S123 and S124. For example, the card acquisition event screen 420 may include a title panel 421, a creating user panel 422, and one or more card icons 403. The title panel 421 may include information indicating the name of the event being executed, such as the text "Card Acquisition Event." Each of the one or more card icons 403 is an object indicating a provided card 50 that the user 12 can acquire. For example, by tapping the portion where each card icon 403 is displayed, a card selection operation may be performed for the corresponding card 50.

[0133] The creating user panel 422 is displayed in correspondence with the card icon 403, such as adjacent to the card icon 403 representing the original card 50. The creating user panel 422 may include information indicating the user name who generated the original card 50, such as "Created by user B." The creating user panel 422 may also include information simply indicating that the card was created by another user, such as "Created by another user." When a card selection operation is performed, the card acquisition event screen 420 may display an acquisition notification panel 423. The acquisition notification panel 423 may include information indicating that the card selected by the card selection operation has been acquired, such as "Object acquired."

[0134] The selected event screen 430 will now be described. As shown in FIG. 18 , the selection event screen 430 is displayed on the display device 27 of the terminal 20 during execution of a selection event. The selection event screen 430 is displayed by executing steps S112 and S113. The selection event screen 430 may include a selection event panel 431, a selection status panel 432, and multiple option buttons 433. The selection event panel 431 may include information indicating the name of the currently executing event, such as the text "Selected Event." The selection status panel 432 may include information explaining the situation that presupposes the selection of multiple options, such as the text "An NPC is asking you for help... You are forced to choose whether to help or not." The option buttons 433 may include information indicating the avatar's action, such as the text "Help the NPC" and "Do not help the NPC." For example, tapping the area where each option button 433 is displayed may enable an action instruction operation to instruct the action indicated by the corresponding option.

[0135] When an action instruction operation is performed, the selected event screen 430 may display a selection result panel 434. The selection result panel 434 may include information indicating the result that occurred as a result of the avatar acting in accordance with the option selected by the action instruction operation, such as text such as "As a result of you not helping the NPC, the NPC left with a look of regret." The selected event screen 430 may also display a record notification icon 435. The record notification icon 435 may include information such as text such as "Recorded" that notifies the user 12 that the action of the selected event 72b has been recorded as the first action log data L1.

[0136] The generated event screen 440 will now be described. 19 and 20, the generated event screen 440 is displayed on the display device 27 of the terminal 20 while the generated event is being executed. The selected event screen 430 is displayed by executing steps S149 and S171. The generated event screen 440 can also be understood as a result screen that presents the results of the event part to the user 12.

[0137] 19, the generated event screen 440 may first display an action display panel 441 that summarizes the action log for the event part. For example, the action display panel 441 may include a list of information summarizing the results of the battle event, card acquisition event, and selection event, such as text such as "NPC1 was helped," "Card was acquired," and "NPC2 was not helped." Alternatively, the action display panel 441 may display a list of all action logs recorded in the action log data D2.

[0138] Next, a first dialogue window 442 and a character 443 may be displayed on the generated event screen 440. The first dialogue window 442 may include the evaluation text generated by the language generation model M2 in step S144. The character 443 may be an object that resembles a person who speaks the dialogue (text) written in the first dialogue window 442. As an example, if the first prompt 60a includes the text "You are the god of this game," the character 443 may be an object that resembles the "god of the game." This allows the user 12 to perceive the evaluation text as a dialogue spoken by a character that is consistent with the first premise data 61 included in the first prompt 60a.

[0139] 20, the generation event screen 440 may then display a second dialogue window 444 and a character 443. As an example, the second dialogue window 444 may include information informing the user 12 that an original card will be generated and given to the user 12, such as text such as "I'll give you an original card."

[0140] Next, a name panel 445 and an additional attribute selection panel 406 may be displayed on the generated event screen 440. The name panel 445 may include information indicating the name data 51 generated by the language generation model M2 in step S144, such as text such as "swordsman" and "fairy." The additional attribute selection panel 406 may include a plurality of attribute selection buttons 447 indicating cards 50 that can be selected as additional attribute cards. Each attribute selection button 447 may include the name data 51 and image data 52 of the corresponding card 50. For example, by tapping the portion where each attribute selection button 447 is displayed, an attribute selection operation may be performed to select the attribute of the card 50 corresponding to each button as the additional attribute.

[0141] Next, a new card icon 448 and an explanation window 449 may be displayed on the generation event screen 440. The new card icon 448 is an object representing the newly generated original card 50. The new card icon 448 includes name data 51, image data 52, and effect data 54. The new card icon 448 may also include attack power data 55. The explanation window 449 may include information explaining why the newly generated original card 50 is being given to the user 12. The explanation text may be text data generated by the language generation model M2. In this case, the first prompt 60a may include an instruction to generate explanation text explaining why the name data 51 was determined.

[0142] <Image data generation example> A specific example of generating image data will be described. 21, it is assumed that "swordsman" is determined as name data 51 by language generation model M2, and basic attribute data 53a is "emotionless." Furthermore, it is assumed that "starry sky" is specified as additional attribute data 53b. In this case, it is highly likely that image data 52 combining an expressionless swordsman with a starry sky background will be generated by image generation model M1.

[0143] Suppose "cherry blossoms" is specified as the additional attribute data 53b. In this case, the image generation model M1 is likely to generate image data 52 that combines an expressionless swordsman with a background that has a cherry blossom motif, such as a flurry of falling cherry blossom petals. Suppose "anger" is specified as the additional attribute data 53b. In this case, the image generation model M1 is likely to generate image data 52 that combines an expressionless swordsman with an angry swordsman.

[0144] In this way, the image generation model M1 generates image data 52 that takes into account the attributes indicated in the basic attribute data 53a, as well as the additional attribute data 53b additionally selected by the user 12, in addition to the name data 51 based on the behavior log data D2 of the user 12. Therefore, by selecting the additional attributes, the user 12 can generate an original card 50 that includes image data 52 of his or her choice.

[0145] <Effects of the first embodiment> The effects of the first embodiment will be described. (1-1) The first user 12a can use original cards generated using the generative models M1 and M2 based on the action log data D2 of the second user 12b. This increases the number of situations in which the first user 12a can use new objects. This increases the interest of the users.

[0146] (1-2) The first user 12a can use an original card generated using the generative models M1 and M2 based on the action log data D2 of the first user 12a. This further increases the number of situations in which the first user 12a can use a new card.

[0147] (1-3) In the card acquisition event, the user 12 can select and use the original card that he / she wants to use in the game according to his / her preference, thereby increasing the user's interest.

[0148] (1-4) In the card acquisition event, not all of the cards presented to the user 12 are necessarily original cards, so it is possible to pique the user's interest in the possibility of seeing new cards.

[0149] (1-5) In the card acquisition event, common cards prepared by the service provider may also be presented, which broadens the range of choices available to users 12. (1-6) First user 12a can select an original card created by second user 12b at a predetermined timing, which can make first user 12a look forward to the arrival of the predetermined timing.

[0150] (1-7) At a predetermined timing, when the battle with the enemy character ends, the original card created by the second user 12b becomes available for use, which can motivate the first user 12a to battle the enemy character again.

[0151] (1-8) The original card created by the first user 12a and the original card created by the second user 12b contain attributes that correspond to each user, and therefore each original card can be characterized.

[0152] (1-9) The attributes set for each user 12 cannot be changed once the service is started. Therefore, the attributes of each original card can be made unique to each user 12.

[0153] (1-10) In order to increase the variety of additional attributes in the generation event, each user 12 needs to acquire original cards generated by other users 12 in the card acquisition event. As described above, in order to acquire original cards generated by other users 12, it is necessary to complete a battle event, which can increase interest in the event part.

[0154] (1-11) The first user 12a can generate an original card by taking into account not only the first user's own attributes but also the attributes of the original card generated by the second user 12b, i.e., the attributes of the second user 12b. This increases the value of making the original card generated by the second user 12b available for use.

[0155] (1-12) The card used to generate the original card as the additional attribute card is deleted from the cards owned by the user 12. This provides the user 12 with an incentive to collect cards with their preferred attributes.

[0156] [Second embodiment] In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and detailed description thereof will be omitted or simplified.

[0157] In the provision lottery part 71 of the first embodiment, even if the user 12 wins an equipment item in the provision lottery that is the same as an equipment item that the user 12 already possesses, the duplicate equipment item is allowed to be possessed by the user 12. In contrast, in the second embodiment, if the user 12 wins an equipment item in the provision lottery that is the same as an equipment item that the user 12 already possesses, the duplicate equipment item is not allowed to be possessed by the user 12, and the parameters of the equipment item that the user 12 already possesses are changed.

[0158] In the following description, changing the parameters of an equipment item already owned by the user 12 without giving the equipment item to the user 12 is simply referred to as a "performance change." In other words, performance changes can also be understood as being possible by consuming a duplicate equipment item in exchange for the duplicate equipment item. In the following description, a performance change when the number of performance changes Et is m or less is referred to as a "normal performance change." Furthermore, a performance change after the number of performance changes Et reaches m is referred to as a "special performance change." Note that "common" with respect to objects such as equipment items does not necessarily mean that all of the elements constituting the object are completely identical, but also includes some elements being different. Examples of some elements being different include weapons with the same name data 51, but with slightly higher attack power data 55 set for a limited time, or with some different image data 52. A detailed description is provided below.

[0159] <Overview of performance changes> As shown in FIG. 22 , the item data D5 stores category data 81, name data 82, first effect data 83, and second effect data 84 in association with an item ID. As an example, the category data 81 is data indicating whether an equipment item is a weapon, armor, or accessory. As an example, the name data 82 is data indicating the name of the equipment item. The first effect data 83 is a parameter indicating the performance of each equipment item. As an example, the first effect data 83 of a weapon may be an additional value for attack power, the first effect data 83 of armor may be an additional value for defense power, and the first effect data 83 of an accessory may be an additional value for durability. In this way, the first effect data 83 is an example of a first parameter that affects a battle event included in the event part. The first parameter does not affect a generation event. The battle event is an example of a first event. The generation event is an example of a second event that is different from the first event.

[0160] The first effect data 83 includes basic effect data when the number of performance changes Et is 0 and post-change effect data when the number of performance changes Et increases to 1, 2, ..., m. The first effect data 83 may increase with each increase in the number of performance changes Et. Alternatively, the first effect data 83 may decrease with each increase in the number of performance changes Et. For example, a "one-handed sword" weapon may have "attack power +10" set as its basic effect data, while having "attack power +40" set as its post-change effect data after three performance changes. Once the number of performance changes Et reaches m, the first effect data 83 does not change even if the number of performance changes Et increases. In other words, m is the upper limit and maximum number of performance changes for the first effect data 83. When the number of performance changes Et reaches m, a predetermined condition is met, and the change in the first parameter is stopped. When the number of performance changes Et reaches m, the amount of change in the first effect data 83 may be maximized. In the following description, m=3 is used as an example, but is not limited to m=3. If the first effect data 83 is a parameter that is more advantageous the larger the numerical value, the first effect data 83 should be maximized when the number of performance changes Et reaches m. If the first effect data 83 is a parameter that is more advantageous the smaller the numerical value, the first effect data 83 should be minimized when the number of performance changes Et reaches m.

[0161] The second effect data 84 is set with a parameter different from the first effect data 83. As an example, the second effect data 84 may be a probability p that the number of cards selectable as additional attribute cards in a generation event will be a second number between a first number and a second number greater than the first number. As an example, the first number may be 1 and the second number may be 2. As an example, the probability p remains constant even if performance changes are made until the number of performance changes Et reaches m. On the other hand, after the number of performance changes Et reaches m, the probability p increases with each performance change and approaches 1. In other words, there is no upper limit to the number of special performance changes. Note that the probability p when the number of performance changes Et is m or less may be smaller than the probability p when the number of performance changes Et exceeds m. The second effect data 84 is an example of a second parameter that affects the generation event. As an example, the second effect data 84 does not affect battle events.

[0162] Without being limited to this, the special performance change may be configured so that there is essentially no upper limit by setting an upper limit of, for example, 100 times, 1000 times, 100,000 times, or the like, which is an extremely low probability of being reached in the game from the perspective of the service provision period or probability. Furthermore, the first effect data 83 and the second effect data 84 may be exerted when the equipment item is equipped to an avatar. In other words, the first parameter and second parameter of an equipment item not equipped to an avatar are not applied to battle events and generated events, respectively.

[0163] As described above, in the user data D1, a user ID is stored in association with a card ID, an equipment item ID, a consumable item ID, etc. Associating an equipment item ID with a user ID means that the user 12 possesses an object corresponding to the equipment item ID. Furthermore, a battle event, which is an example of a first event, can be progressed using cards, which are objects different from equipment items. Cards are an example of a second service element that is different from the first service element.

[0164] As an example, in a battle event, the hit points of an enemy character are reduced according to the total attack power of the weapon equipped by the avatar and the card used. In other words, the first effect data 83 affects the use of cards in the battle event. A generation event, which is an example of a second event, can generate cards using generation models M1 and M2. The second effect data 84 affects the probability p that the selectable number of additional attribute cards will be 2 instead of 1. In other words, the second effect data 84 affects the generation of cards.

[0165] The first effect data 83 affects the use of the card 50 in the nth battle event (n is an integer greater than or equal to 1). In contrast, the second effect data 84 is not used in the nth battle event, but affects subsequent generation events. In this generation event, two additional attributes can be selected with a probability p according to the second effect data 84, and affects the generation of original cards that can be used in the n+1th and subsequent battle events. In other words, the second effect data 84 affects cards that are not used in the nth battle event, but are used in the n+1th and subsequent battle events.

[0166] <Process flow for running the game> An example of the flow of processing for executing the offering lottery will be described. As shown in FIG. 23, in step S200, the processor 21 of the terminal 20 accepts a lottery start operation. In step S201, the processor 21 of the terminal 20 transmits a provision lottery request to the first server 30a. The provision lottery request includes data indicating that a provision lottery will be executed. The provision lottery request includes data indicating whether it is a single lottery or N consecutive lotteries. In step S202, the processor 31 of the first server 30a receives the provision lottery request.

[0167] In step S203, the processor 31 of the first server 30a executes the xth supply lottery using a predetermined random number. In step S204, the processor 31 of the first server 30a determines whether the user 12 has won an equipment item that the user 12 already owns. If the determination result in step S204 is NO, in step S205, the processor 31 grants the won equipment item to the user 12. As an example, the item ID of the won equipment item may be associated with the user ID of the user 12 and stored in the user data D1, thereby allowing the user 12 to own the equipment item.

[0168] If the determination result in step S204 is YES, then in step S206, it is determined whether the number of performance changes of the equipment item possessed by the user 12 is less than m, which is the upper limit number of normal performance changes. If the determination result in step S206 is YES, then in step S207, the processor 31 of the first server 30a updates the first effect data 83 (first parameter). As an example, the processor 31 may update the first effect data 83 associated with the equipment item ID associated with the user ID to the first effect data 83 when the number of performance changes Et is increased by 1.

[0169] If the determination result in step S206 is NO, in step S208, processor 31 of first server 30a updates second effect data 84 (second parameter). As an example, processor 31 may update second effect data 84 associated with the equipment item ID associated with the user ID to second effect data 84 when the number of performance changes Et is increased by 1.

[0170] After steps S205, S207, and S208 are completed, in step S209, the processor 31 of the first server 30a determines whether the number of times the supply lottery has been held has reached N. For example, N may be 1 or 10. If the determination result in step S209 is NO, the processor of the first server 30a increments the number of times the supply lottery has been held x by 1 and returns to step S203. If the determination result in step S209 is YES, in step S210, the processor 31 of the first server 30a transmits a lottery result notification to the terminal 20. For example, if an equipment item is granted to the user 12, the lottery result notification may include data indicating the type and number of the equipment item. If one or more normal performance changes have been made, the lottery result notification may include data indicating the result of the normal performance change. If one or more special performance changes have been made, the lottery result notification may include data indicating the result of the special performance change.

[0171] In step S211, the processor 21 of the terminal 20 receives the lottery result notification. In step S212, the processor 21 of the terminal 20 displays the offer lottery result on the display device 27. This completes the series of processes for executing the offer lottery.

[0172] The processor 31 of the first server 30a executes a process for executing a supply lottery, thereby functioning as the game control unit 300 and constituting an example of a management unit that manages first parameters and second parameters of a weapon associated with the user 12. The weapon is an example of a first service element. The processor 31 of the first server 30a executes a process for executing a supply lottery, thereby functioning as the game control unit 300 and constituting an example of a change unit that changes the parameters.

[0173] The processor 31, functioning as the change unit, associates the acquired equipment item with the user 12 in a first situation. The first situation is a situation in which an equipment item not associated with the user 12 is acquired. In this disclosure, "acquiring" a service element (object) refers to a state prior to the user 12 possessing the service element, in which the user has acquired the right to possess or use the service element for performance changes. Winning a distribution lottery is one aspect of acquiring a service element.

[0174] In the second situation, the processor 31 functioning as the change unit does not associate the acquired equipment item with the user 12, changes the first parameter, and does not change the second parameter. The second situation is a situation in which an equipment item that is common to an equipment item associated with the user 12 is acquired, and the amount of change in the first parameter of the equipment item associated with the user 12 has not reached the maximum.

[0175] In the third situation, the processor 31 functioning as the change unit does not associate the acquired equipment item with the user 12, does not change the first parameter, and changes the second parameter. The third situation is a situation in which an equipment item that is common to an equipment item associated with the user 12 is acquired, and the amount of change in the first parameter of the equipment item associated with the user 12 has reached its maximum.

[0176] In this way, when the amount of change in the first parameter of the equipment item associated with user 12 has not reached its maximum, the second parameter does not change when the first parameter changes. Also, after the amount of change in the first parameter of the equipment item associated with user 12 has reached its maximum, the second parameter becomes variable.

[0177] <Example of a display screen on a terminal display device> The offer lottery result screen 500 will be described. As shown in FIG. 24 , for example, the equipment lottery result screen 500a displayed when a weapon, which is a type of equipment item 80, is awarded to the user 12 may include a winning item notification panel 501, an item icon 502, and a performance panel 503. The winning item notification panel 501 may include information indicating that the user has won the equipment item 80 in the equipment lottery and its name, such as "Got a one-handed sword!" The item icon 502 may include information indicating the equipment item 80 that was won in the equipment lottery, such as image data resembling the equipment item 80. The performance panel 503 may include information indicating the first effect data 83 of the equipment item 80, such as text such as "Attack power +10." Each equipment lottery result screen 500 may include a one-time lottery button 504 and an N-consecutive lottery button 505. A lottery start operation for instructing a one-time lottery may be performed by tapping the portion of the display device 27 where the one-time lottery button 504 is displayed. It is preferable that a lottery start operation to instruct an N-consecutive lottery can be performed by tapping the part of the display device 27 where the N-consecutive lottery button 505 is displayed.

[0178] The offer lottery result screen 500b when a normal performance change has been made may further include a normal count panel 506 and a normal result window 507. The normal count panel 506 may include information indicating the number of times the normal performance change has occurred, such as the text "+1." The normal count panel 506 may include information indicating that the normal performance change has reached its upper limit, such as the text "MAX." The normal result window 507 may include information indicating that a normal performance change has been made and the changes to the first effect data 83 due to the normal performance change, such as the text "Normal performance change" and "Attack power +10."

[0179] The provision lottery result screen 500c when a special performance change has been made may further include a special number of times panel 508. The special number of times panel 508 may include information indicating the number of times the special performance change has occurred, such as the text "+5". The provision lottery result screen 500c may include a special result window 509 instead of the normal result window 507. The special result window 509 may include information indicating that a special performance change has been made and the changes to the second effect data 84 due to the special performance change, such as the text "special performance change" and "additional attribute x 2 probability increase".

[0180] <Effects of the second embodiment> The effects of the second embodiment will be described. (2-1) The first parameter affects the battle event, while the second parameter does not affect the battle event but affects the generation event. When the change in the first parameter of an equipment item associated with a user has reached its maximum, if a common equipment item is acquired, the first parameter remains unchanged and the second parameter is changed. This prevents the first parameter from continually changing each time an equipment item is acquired, which would otherwise have a significant impact on the battle event. Furthermore, by changing the second parameter related to the generation event, the user can more easily feel as if they have acquired the item multiple times. This can motivate the user to acquire more equipment items, even when the change in the first parameter has reached its maximum. This increases the user's interest.

[0181] (2-2) The first parameter does not affect the generation event, and the second parameter does not affect the battle event. Therefore, the events that are affected by the first parameter and the second parameter are different, making it easier to understand what is affected by obtaining an equipment item.

[0182] (2-3) The first parameter affects card usage, and the second parameter affects card creation. Therefore, since each parameter has a completely different purpose, even when the first parameter has reached its maximum, players can be motivated to acquire more equipment items.

[0183] (2-4) The first parameter affects the use of cards in the nth battle event. On the other hand, the second parameter affects the cards that are not used in the nth battle event but are used in the n+1th battle event. Therefore, since the uses of each parameter are completely different, it can motivate players to try to acquire more equipment items even when the change in the first parameter has reached its maximum.

[0184] (2-5) Until the amount of change in the first parameter reaches its maximum, the first parameter changes by acquiring common equipment items. Therefore, even until the amount of change in the first parameter reaches its maximum, the user 12 can be motivated to acquire more equipment items.

[0185] (2-6) Until the amount of change in the first parameter reaches its maximum, the second parameter does not change even if the first parameter changes, and after the amount of change in the first parameter reaches its maximum, the second parameter can be changed. Therefore, whether the second parameter can be changed or not differs between before the amount of change in the first parameter reaches its maximum and after it reaches its maximum, making it easier to understand the parameters that change due to the stacking of equipment items.

[0186] (2-7) The second parameter is set to the probability p of having more additional attribute cards. Therefore, by increasing the second parameter, the user 12 can make it easier for the image generation model M1 to generate more preferred image data 52. This can motivate the user 12 to acquire more equipment items.

[0187] (2-8) In the case where the user 12 wins an equipment item that is the same as an equipment item associated with the user 12 in the lottery, the equipment item is consumed and the performance change is automatically performed. Therefore, the user 12 does not need to perform any operation to instruct the performance change, which increases convenience.

[0188] (2-9) The in-game value provided in the offering lottery cannot be transferred to other users 12. Therefore, users 12 must acquire equipment items on their own to increase the number of performance changes Et. This increases the motivation for acquiring equipment items.

[0189] (2-10) The second parameter continues to change each time the first service element is acquired, so that the benefit of acquiring more first service elements can continue to be provided. [Third embodiment] In the first and second embodiments, the original card created by the first user 12a can be used in the game by the first user 12a. In contrast, the third embodiment differs from the first and second embodiments in that the original card created by the first user 12a cannot be used in the game by the first user 12a, but can be used in the game by the second user 12b. This will be explained in detail below.

[0190] As shown in FIG. 25, the memory 32 of the first server 30a, functioning as the storage unit 330, stores q image data 52 associated with each combination of a plurality of name data 51 and a plurality of attribute data 53. For example, q may be 2 or greater. Each image data 52 is generated by the image generation model M1 using a second prompt 60b generated based on the name data 51 and the attribute data 53. In other words, the storage unit 330 stores the image data 52 generated by the image generation model M1 based on a combination of the name data 51 and the attribute data 53. In the following description, the combination of the name data 51 and the attribute data 53 that forms the base data for the second prompt 60b is simply referred to as a "generation dataset." The language generation model M2 determines name data from a predetermined list of name data 51. For example, the list of name data may include 100 types of name data 51. For example, the attribute data 53 may be a predetermined set of 100 types.

[0191] <Processing flow for running the game> An example of a process flow for executing a generated event will now be described. As shown in FIGS. 15 and 26, steps S140 to S154 are the same as those in the first and second embodiments. After step S154 is completed, the processor 31 of the first server 30a proceeds to step S300. In step S300, the processor 31 of the first server 30a acquires one or more image data 52 from the plurality of image data 52 stored in the memory 32. As an example, the processor 31 identifies a generation data set from the name data 51 received in step S146 and the additional attribute data 53b received in step S154. The processor 31 acquires one of the q pieces of image data 52 associated with the identified generation data set. The processor 31 may acquire the oldest generated image data 52 from the q pieces of image data 52, or may acquire image data 52 determined by lottery using a predetermined random number. After acquiring the image data 52, the processor 31 deletes the image data 52 from the memory 32. That is, the processor 31 erases the used image data 52. The subsequent steps S161 to S171 are the same as those in the first and second embodiments.

[0192] <Process flow for adding image data> The process for adding image data is executed at predetermined time intervals. The process for adding image data is executed in parallel with the process for executing the generation event. In other words, the replenishment of image data 52 is performed regardless of the user 12's game play.

[0193] 27, in step S310, the processor 31 of the first server 30a determines whether there is a shortage of image data 52 stored. As an example, the processor 31 determines whether there is a generated data set in which the number of image data 52 stored in association with each generated data set is less than q. If the determination result in step S310 is NO, the processor 31 of the first server 30a ends the process for adding image data.

[0194] If the determination result in step S310 is YES, in step S311, the processor 31 of the first server 30a generates a second prompt 60b using the generation dataset that lacks image data 52 as base data. The manner in which the second prompt 60b is generated is the same as in the embodiment already described. Steps S312 to S316 are identical to steps S156 to S160 shown in FIG. 16, and therefore detailed description will be omitted. In step S317, the processor 31 of the first server 30a stores the image data 52 generated by the image generation model M1 in memory 32 in association with the generation dataset that was used as base data for the second prompt 60b in step S311. This completes the series of processes for adding image data.

[0195] <Effects of the third embodiment> The effects of the third embodiment will be described. (3-1) In a game, the higher the quality of image data, the more appealing it is to the user 12. On the other hand, the time required for the image generation model M1 to generate image data 52 increases the more the quality of the image data is increased. In contrast, in this embodiment, image data 52 is generated and stored in advance for each generation data set, and image data 52 corresponding to a set of name data 51 based on the behavior log of the user 12 and attribute data 53 specified by the user 12 is used. Therefore, high-quality image data 52 can be provided to the user 12 with reduced waiting time.

[0196] (3-2) The image data 52 consumed in the generation event is generated and replenished in the image generation model M1 in parallel with the execution of the game by each user 12. This prevents the reserve of image data 52 from becoming too low.

[0197] <Example of change> The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0198] (Change example 1) In the first embodiment, a card may have multiple attribute data 53. For example, first attribute data and second attribute data can be set in the attribute data 53. In this case, all common cards provided to the user 12, including the initial card, may have the common first attribute data set, but may not have the second attribute data set. Then, in step S152, one common card and one original card from among the cards owned by the first user 12a are made selectable (see FIG. 15). The selectable original card here may be either an original card created by the first user 12a or an original card created by the second user 12b.

[0199] In step S155, the second prompt 60b may be generated using the name data 51 as well as the first attribute data of the selected common card and the first attribute data of the original card as basic data (see FIG. 16). Then, in step S168, the first attribute data of the common card selected in step S152 and the first attribute data of the original card may be set as the first attribute data and the second attribute data of the newly generated original card, respectively. With this configuration, the cards owned by each user 12 always maintain the first attribute data set in the initial card, except for original cards created by other users 12. In other words, the first attribute data is set when the user 12 begins using the service and cannot be changed during the service. Meanwhile, the second attribute data may inherit the first attribute data of original cards created by other users 12. Therefore, the uniformity of the first attribute data creates a sense of uniformity among the owned cards, while also allowing the perception of different attributes.

[0200] (Change example 2) In the first embodiment, the card acquisition event was executed after the battle event ended, regardless of the outcome of the battle event. However, the card acquisition event may be executed only when the battle event is won. In other words, the predetermined timing for accepting the selection of the second object may be the timing when a battle against an enemy character, which is an example of an enemy object, is won. According to this modified example, as a reward for winning a battle against an enemy character, a user 12 has the chance to acquire an original card created by another user 12. This can motivate the user to win the battle against the enemy character.

[0201] The card acquisition event at a predetermined timing may be executed as an event in the preparation part, or may be executed as a reward for having conducted the offer lottery in the offer lottery part. Furthermore, the card acquisition event may be configured to grant a card determined as an offer card to the user 12 without requiring a selection operation by the user 12. For example, an original card created by the second user 12b may be granted to the first user 12a as a reward (a so-called login bonus) when restarting the game. The original card created by the second user 12b may be set as a target for the offer lottery.

[0202] (Change example 3) In the first embodiment, in the card acquisition event, the offered card was determined in step S120 without considering the score data 58, which is an index of the strength of the card (see FIG. 14). However, this is not limited to this, and in step S120, the processor 31 of the first server 30a may determine the offered card so that the score increases in the following order: common card < original card created by the second user 12b < original card created by the first user 12a.

[0203] For example, assume that the upper and lower limits of score range s increase in the order of game progress "y," "y+1," and "y+2." Assume that first user 12a's progress is y+2. In this case, processor 31 may determine, from among the original cards created by second user 12b, a card to which score data 58 within score range s corresponding to progress level y+1 is set. Furthermore, processor 31 may determine, from among the common cards, a card to which score data 58 within score range s corresponding to progress level y is set. According to this modified example, by executing step S120, processor 31, functioning as an example of a presentation unit, causes the first user to present, from among the second objects, a second object that is less valuable than the first object.

[0204] According to this modified example, the value of the original card can be increased compared to the common card. Furthermore, according to this modified example, it is easier to obtain a high-score card by generating an original card in a generation event than by acquiring an original card in a card acquisition event. In other words, the second object that becomes available is less valuable than the first object generated by the first user. Therefore, it is possible to increase the motivation of the first user to devise ways to use the service in order to acquire a more desirable first object.

[0205] (Change example 4) In the first embodiment, the original card generated by the second user 12b may be associated with the first user 12a at a specific timing without requiring any operation by the first user 12a. The specific timing may be a card acquisition event. The specific timing may be a timing after the original card of the first user 12a is generated and before the next event part starts, such as during the execution of a preparation part. The specific timing may be a timing when the original card of the first user 12a is generated, such as during the execution of a generation event.

[0206] (Change example 5) In the first embodiment, the basic data used to generate the second prompt 60b in step S155 includes the name data 51 received in step S146 and the additional attribute data 53b and basic attribute data 53a received in step S154 (see FIG. 16). Without being limited to this, the processor 31 may generate the second prompt 60b without including the basic attribute data 53a in the basic data. Furthermore, the card 50 selected as the additional attribute card is not limited to being consumed (deleted) when generating an original card, and may remain as a possessed card without being consumed.

[0207] The first prompt 60a and the third prompt 60c are not limited to being generated using a portion of the action log data D2 as the basic data, but may be generated using all of the action log data D2 as the basic data. The second prompt 60b may be generated using a portion or all of the action log data D2 as the basic data. Furthermore, the usage information according to the service usage status is not limited to using the action log data D2. For example, the usage information used as the basic data for the prompt 60 may be the login frequency of the user 12, the period of service usage, the number of registered friends, the number of registered followers, the number of registered followees, etc.

[0208] (Change example 6) In the second embodiment, the second parameter is not limited to the probability p that the number of selectable additional attribute cards in the generation event will be the second number. For example, the second parameter may be a score coefficient c that modifies the score data 58 determined by the processor 31 of the first server 30a in step S168. For example, the processor 31 may determine the final score data 58 by multiplying the score determined by lottery from within the score range s by the score coefficient c. For example, the score coefficient c, the number of performance changes Et, and the change coefficient a may be related by the equation c = 1 + aEt. As an example, the change coefficient a is "0.05," but is not limited to this. According to this, after the number of performance changes Et reaches m, the score coefficient c increases by a for each increase in the number of performance changes Et. Note that until the number of performance changes Et reaches m, it is preferable to keep the constant c = 1. According to this modified example, the score data 58 is more likely to have a larger value as the number of performance changes Et increases, and as a result, it becomes easier to generate a strong original card. Alternatively, the score coefficient c may be multiplied by the lower and upper limits of the score range s. In this case, a score coefficient c that affects the lower limit of the score range s and a score coefficient c that affects the upper limit may be set separately. In this modification, the score coefficient c as the second parameter does not affect the battle event, but does affect the generated event.

[0209] The second parameter may also be a parameter of the prompt 60 input to the image generation model M1. For example, the second prompt 60b may include text specifying the number of colors r to be used in generating the image data 52, such as "The number of colors to be used in the image data shall be r." In this case, the number of colors r, the number of performance changes Et, and the change coefficient b may satisfy the relationship r = 2 + bEt. The change coefficient b may be, for example, "5," but is not limited to this. According to this modified example, after the number of performance changes Et reaches m, the number of colors r increases by b for each increase in the number of performance changes Et. Note that, until the number of performance changes Et reaches m, it is preferable to keep r constant at 2. According to this modified example, as the number of performance changes Et increases, the number of colors used in the image data 52 increases, making it easier to generate original cards containing more colorful image data 52.

[0210] Without being limited to this, the second parameter may be a value specifying the gloss intensity in the image data 52, the number of motifs included in the image data 52, or the number of selectable additional attribute cards. The number of selectable additional attribute cards can be said to be the number of attribute data included in the second prompt 60b. The second parameter may also be the length of playback time and number of voices for music and sound effects, etc., associated with the card. Even with this configuration, the second parameter does not affect the battle event, but does affect the generated event.

[0211] Furthermore, in the second embodiment, multiple groups may be provided, each containing one or more equipment items, and when a new equipment item belonging to the same group as an equipment item already possessed is acquired, the equipment item may not be possessed by the user 12, but the parameters of the equipment item already possessed may be changed. In other words, "common" with respect to objects may mean that the items belong to the same group. Furthermore, in the second embodiment, obtaining an object that can be used to change performance is not limited to winning a lottery. For example, an object that can be used to change performance may be obtained as a reward when restarting the game (a so-called login bonus), or may be obtained by purchasing it at an in-game store using in-game currency. Furthermore, an object that can be used to change performance may be obtained as a reward for completing a predetermined event, such as the card acquisition event in the first embodiment.

[0212] (Change example 7) In the second embodiment, the first effect data 83 (first parameter) may be disclosed to the user 12, while the second effect data 84 (second parameter) may not be disclosed to the user 12. As described above, the first effect data 83 is a parameter corresponding to the first event, and the second effect data 84 is a parameter corresponding to the second event. For example, on the provision lottery result screens 500a to 500c, the performance panel 503 and the normal result window 507 related to the first effect data 83 may be displayed, while the special result window 509 related to the second effect data 84 may not be displayed (see FIG. 24).

[0213] In this way, the first parameter is displayed to the user in association with the first game element, and the second parameter is not displayed to the user in association with the first game element. According to this modification, the second parameter becomes a so-called "hidden parameter," which provides the user with the enjoyment of predicting what effect will occur due to a change in the performance of the first game element.

[0214] (Change example 8) In the second embodiment, the second parameter is set even when the amount of change in the first parameter has not reached its maximum. Alternatively, the second parameter may not be set when the amount of change in the first parameter of the equipment item associated with the user 12 has not reached its maximum. In this case, the second parameter may be set after the amount of change in the first parameter of the equipment item associated with the user 12 has reached its maximum.

[0215] According to this modification, the second parameter is not set until the amount of change in the first parameter reaches its maximum, and the second parameter is set and becomes variable after the amount of change in the first parameter reaches its maximum. Therefore, the presence or absence of the second parameter differs between before and after the amount of change in the first parameter reaches its maximum, making it easier to understand the parameters that change due to performance changes.

[0216] (Change example 9) In the third embodiment, when the saved image data 52 is consumed, the trigger for starting the process to add image data 52 is a shortage of saved image data 52, but this is not limited to this. For example, before or after executing step S300, steps S155 to S160 may be executed as in the first embodiment to cause the image generation model M1 to generate the image data 52 (see FIGS. 16 and 26). Then, the image data 52 generated by the image generation model M1 may be stored in memory 32 in association with the generation dataset that was used as the base data for the second prompt 60b.

[0217] (Change example 10) In each embodiment, the battle event is not limited to being able to use all of the cards possessed by the user 12. In this case, in the preparation part, cards to be used in the battle event may be selected from the possessed cards to create a group of cards to be used (a so-called deck).

[0218] (Change Example 11) In each embodiment, each service element is not limited to being an object that resembles a card. For example, each service element may be an object that resembles a fighter, an object that resembles a weapon, or an object that resembles an animal. Furthermore, the first object and the second object are not limited to being a common object, and may be different objects. For example, the first object may be a card, while the second object may be an equipment item.

[0219] The availability of each service element (object) is not limited to possession of the service element and repeated use in battle events. For example, each service element may be a consumable element that is consumed after one or more uses, and may be set in the user 12's profile, such as a title or medal. A first service element (first object) generated by the first user 12a is preferably available to the first user 12a, but may also be available to the second user 12b and unavailable to the first user 12a. A second service element (second object) generated by the second user 12b is preferably available to the second user 12b, but may also be available to the first user 12a and unavailable to the second user 12b.

[0220] (Change Example 12) In each embodiment, the game is not limited to a game that uses cards 50 as service elements and objects. For example, the game may be any of a role-playing game (RPG), action game, shooting game, racing game, adventure game, strategy game, simulation game, and music game (rhythm). Each service element and each object may be changed depending on the content of the game. For example, in a racing game, each service element may be a vehicle driven by an avatar, and in a shooting game, each service element may be a fighter plane piloted by an avatar.

[0221] (Change Example 13) In each embodiment, the information processing system 10 is not limited to providing games as a service, and may be configured to provide services other than games. For example, when providing learning support as a service, the service element may be a teacher character, and the first event may be a learning event in which the user works on a learning task together with the character, and the second event may be a generation event in which the character is generated by the generative models M1 and M2. In the learning event, the teacher character may provide hints for the task or state whether the answer is correct or incorrect. For example, when providing e-commerce as a service, the service element may be an advisor character, and the first event may be a purchase event in which the user purchases a product while listening to the character's advice, and the generation event in which the character is generated by the generative models M1 and M2. The advisor character may recommend products to the user 12 or guide them to stores with lower prices.

[0222] [Change Example 14] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The processes and the order of steps can be arbitrarily changed without departing from the scope of the embodiments and modifications.

[0223] [Change Example 15] One or more modules or functions provided in the terminal 20 and the server 30 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0224] [Change Example 16] One or more modules or functions of the terminal 20 and the server 30 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0225] [Change Example 17] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (such as a floppy disk or hard disk), an optical disk (such as a CD-ROM, DVD, or MO), or a semiconductor memory (such as a ROM, RAM, or flash memory).

[0226] [Change Example 18] The game program of the server 30 and the game program of the terminal 20 can be understood as one program, or they can be understood as separate programs. The server 30 may perform all processing, and the processing results may be displayed as images on the display device 27 of the terminal 20.

[0227] [Change Example 19] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 31 of the server 30, and any process and step different from the specific process and step may be executed by the processor 21 of the terminal 20. That is, in the information processing system 10, the computer may be composed of one or more terminals 20 and one or more servers 30. As an example, all of the various means and functional units that can be realized by the processor 31 of the server 30 may be realized by the processor 21 of the terminal 20. As an example, any part of the various means and functional units that can be realized by the processor 31 of the server 30 may be realized by the processor 31 of the server 30, and the remaining parts may be realized by the processor 21 of the terminal 20.

[0228] The various functional units described in the embodiments and modified examples are not limited to being configured by one processor 31, but may be configured by multiple processors included in one server 30 or multiple servers 30. The various functional units described in the embodiments and modified examples are not limited to being configured by one processor 21, but may be configured by multiple processors included in one terminal 20 or multiple terminals 20. Furthermore, the various functional units may be configured by one or multiple processors included in one or multiple terminals 20 and one or multiple servers 30. In this way, a computer may be configured by one or more terminals 20, one or more servers 30, or may be configured to include one or more terminals 20 and one or more servers 30.

[0229] [Change Example 20] When the terminal 20 executes all of the processes and steps described in the embodiment and modified examples, the terminal 20 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 20 and the server 30. The computer may also be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0230] <Additional Notes> The present disclosure includes the following examples. (assignment) For example, the purpose is to increase interest.

[0231] (Solution 1) Conventionally, a game system in which multiple players compete against each other using decks each composed of multiple objects is known (for example, Japanese Patent Application Laid-Open No. 2023-12523). The game system disclosed in Patent Document 1 is configured so that a player can refer to a deck organized by a player other than the player. However, in the conventional technology, the objects that a player can refer to are objects that are prepared in advance in the system. Therefore, even if a player can refer to another player's object, the object itself is not novel, and there is room for improving the user's interest. One aspect of the present disclosure aims to improve the interest.

[0232] [A1] A program that causes a computer to function as a service providing unit that provides a service, a first generation unit that causes a generative model to generate a first object that is new and that is usable in the service by a first user based on first usage information corresponding to the usage status of the service by the first user, a second generation unit that causes a generative model to generate a second object that is new and that is usable in the service by a second user based on second usage information corresponding to the usage status of the service by a second user, and a usage unit that makes the second object usable in the service by the first user.

[0233] For example, in addition to being able to use a new first object generated using a generative model based on the first usage information of a first user, a new second object generated using a generative model based on the second usage information of a second user can also be used. This increases the number of situations in which the first user can use new objects, thereby increasing user interest.

[0234] [A2] The program described in [A1] causes the computer to function as a presentation unit that presents the second object to the first user and a selection unit that accepts the selection of the second object by the first user, and the utilization unit makes the second object, the selection of which is accepted by the selection unit, available to the first user in the service.

[0235] For example, the first user can select the second object that he or she wants to use according to his or her preferences, thereby enhancing the user's interest. [A3] The program according to [A1] or [A2], wherein the presentation unit presents a plurality of the second objects to the first user.

[0236] For example, a plurality of second objects are presented to the first user, which increases the chances of the first user seeing new objects, thereby enhancing the user's interest. [A4] The program described in any one of [A1] to [A3], wherein the second object is included in the plurality of objects that the presentation unit causes to be presented to the first user according to a predetermined probability.

[0237] For example, since not all of the objects presented to the first user are necessarily second objects, it is possible to pique the user's interest in terms of whether or not they can see new objects.

[0238] [A5] The program described in any one of [A1] to [A4], wherein the presentation unit presents to the first user a second object among the second objects that has a lower value compared to the first object.

[0239] For example, the second object that becomes available may be less valuable than the first object generated by the first user, which may increase the motivation of the first user to devise ways to use the service in order to acquire a more desirable first object.

[0240] [A6] The program described in any one of [A1] to [A5], wherein the plurality of objects that the presentation unit causes to be presented to the first user includes a third object prepared by the provider of the service.

[0241] For example, third objects prepared by the service provider are also presented, which can broaden the range of choices available to the first user. [A7] The program according to any one of [A1] to [A6], wherein the selection unit accepts selection of the second object at a predetermined timing.

[0242] For example, the first user can select the second object at a predetermined timing, which can make the first user anticipate the arrival of the predetermined timing.

[0243] [A8] The program described in any one of [A1] to [A7], wherein the service is a game including a battle against an enemy object, and the predetermined timing is a timing at which the battle against the enemy object is won.

[0244] For example, since the first user can use the second object by winning the battle against the enemy object, the first user can be motivated to win the battle against the enemy object.

[0245] [A9] A program described in any one of [A1] to [A8], wherein the first object includes a first attribute associated with the first user, and the second object includes a second attribute associated with the second user.

[0246] For example, the first object and the second object each include an attribute according to the user, and therefore each object can be characterized. [A10] A program described in any one of [A1] to [A9], wherein the first attribute is set when the first user starts using the service and cannot be changed while the service is being used, and the second attribute is set when the second user starts using the service and cannot be changed while the service is being used.

[0247] For example, the attributes set for each user cannot be changed once the service is started, so the attributes of each object can be unique to each user. [A11] The program described in any one of [A1] to [A10], wherein the first generation unit, when the second object is available to the first user, causes a generative model to generate the first object based on attribute information corresponding to the second attribute contained in the second object.

[0248] For example, a first user can generate a first object by taking into account the second attribute of the second object in addition to the first attribute of the first user, thereby increasing the value of making the second object available.

[0249] (Solution 2) Conventionally, service elements determined by lottery in exchange for virtual currency or the like have been granted to users (for example, JP 2022-127910 A). For example, the service elements are cards, characters, equipment, items, etc. Furthermore, such lotteries are also called gacha (registered trademark), gasha (registered trademark), lottery, summon, etc. One aspect of the present disclosure aims to improve the entertainment value.

[0250] [B1] A program that causes a computer to function as a management unit that manages, as parameters of a first service element associated with a user, a first parameter that affects a first event and a second parameter that does not affect the first event and affects a second event different from the first event, and a change unit that, when the amount of change in the first parameter of the first service element associated with the user has reached its maximum and a first service element that is common to the first service element associated with the user is further acquired, does not associate the further acquired first service element with the user, does not change the first parameter, and changes the second parameter.

[0251] For example, the first parameter affects the first event, and the second parameter does not affect the first event but affects the second event. When the change amount of the first parameter of a first service element associated with a user has reached its maximum, if a common first service element is further acquired, the first parameter remains unchanged and the second parameter is changed. This prevents the first parameter from continually changing each time a first service element is acquired, thereby preventing the impact on the first event from becoming too great. Furthermore, by changing the second parameter related to the first service element, the user can more easily feel that they have acquired a service element. This can motivate the user to acquire more first service elements even when the change amount of the first parameter has reached its maximum. This increases the user's interest.

[0252] [B2] The program according to [B1], wherein the first parameter is a parameter that does not affect the second event. For example, the first parameter does not affect the second event, and the second parameter does not affect the first event. Therefore, the events that are affected by the first parameter and the second parameter are different, which makes it easier to understand the target that will be affected by further obtaining the first service element.

[0253] [B3] The program described in [B1] or [B2], wherein the first event can proceed using a second service element different from the first service element, the first parameter affects the use of the second service element in the first event, and the second event can generate the second service element using a generative model, and the second parameter affects the generation of the second service element.

[0254] For example, the first parameter affects the use of the second service element, and the second parameter affects the creation of the second service element, so that even when the first parameter has reached its maximum change, there is an incentive to acquire more of the first service element because each parameter has a completely different purpose.

[0255] [B4] A program described in any one of [B1] to [B3], wherein the first event can proceed using a second service element different from the first service element, the first parameter affects the use of the second service element in the nth (n is an integer greater than or equal to 1) first event, and the second parameter affects the second service element that is not used in the nth first event and is used in the n+1th or later first event.

[0256] For example, the first parameter affects the use of the second service element in the first event of the nth time. On the other hand, the second parameter affects the second service element itself, which is not used in the first event of the nth time, but is used in the first event of the n+1th time. Therefore, since the uses of each parameter are completely different, it is possible to motivate the player to further acquire the first service element even when the change in the first parameter has reached its maximum.

[0257] [B5] A program described in any one of [B1] to [B4], wherein the first parameter is displayed to the user in association with the first service element, and the second parameter is not displayed to the user in association with the first service element.

[0258] For example, the second parameter is a so-called "hidden parameter," which provides the enjoyment of predicting what effect will be produced by obtaining the first service element.

[0259] [B6] The program described in any one of [B1] to [B5], wherein when a first service element common to the first service element associated with the user is further acquired when the change amount of the first parameter of the first service element associated with the user has not reached its maximum, the change unit does not associate the further acquired first service element with the user and changes the first parameter.

[0260] For example, the first parameter changes upon acquisition until the amount of change in the first parameter reaches a maximum, which can motivate the user to acquire the first service element even until the amount of change in the first parameter reaches a maximum.

[0261] [B7] A program described in any one of [B1] to [B6], wherein when the amount of change in the first parameter of the first service element associated with the user has not reached its maximum, the second parameter does not change when the first parameter changes, and after the amount of change in the first parameter of the first service element associated with the user has reached its maximum, the second parameter is made variable.

[0262] For example, until the amount of change in the first parameter reaches a maximum, the second parameter does not change even if the first parameter changes, and after the amount of change in the first parameter reaches a maximum, the second parameter becomes variable. Therefore, whether the second parameter is variable or not differs between before the amount of change in the first parameter reaches a maximum and after it reaches a maximum, making it easier to understand the parameters that change when the first service element is acquired.

[0263] [B8] A program described in any one of [B1] to [B7], wherein the second parameter is not set when the amount of change in the first parameter of the first service element associated with the user has not reached its maximum, and the second parameter is set after the amount of change in the first parameter of the first service element associated with the user has reached its maximum.

[0264] For example, the 21st parameter is not set until the amount of change in the first parameter reaches its maximum, and the second parameter is set and becomes variable after the amount of change in the first parameter reaches its maximum. Therefore, the presence or absence of the second parameter differs between before and after the amount of change in the first parameter reaches its maximum, making it easier to understand the parameters that change when the first service element is acquired.

[0265] [B9] A program described in any one of [B1] to [B8], wherein the first parameter stops changing when a predetermined condition is met, and after the second parameter starts changing, the second parameter continues to change each time a first service element common to the first service element associated with the user is obtained.

[0266] For example, the second parameter may continue to change each time the first service component is acquired, thereby continuing to provide the benefit of acquiring more of the first service component. The solution described in the above program may be appropriately applied to the fields of devices, systems, methods, and media.

[0267] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]

[0268] D1...user data, D2...behavior log data, D3...generation condition data, D4...card data, D5...item data, De...data, Ds...data, 23...communication interface, 24...input / output interface, 33...communication interface, 34...input / output interface, L1...first behavior log data, L1a...data, L1b...data, L1c...data, L2...second behavior log data, L2a...data, L2b...data, L2c...data, M1...image generation model, M2...language generation model, 10...information processing system, 11...network, 12...user User, 12a...first user, 12b...second user, 20...terminal, 21...processor, 22...memory, 25...microphone, 26...speaker, 27...display device, 28...touch panel, 30...server, 30a...first server, 30b...second server, 31...processor, 32...memory, 50...card, 51...name data, 52...image data, 53...attribute data, 53a...basic attribute data, 53b...additional attribute data, 54...effect data, 55...attack power data, 56...cost data, 57...category data, 60...prompt, 60a...first prompt, 6 0b...second prompt, 60c...third prompt, 61...first premise data, 62...second premise data, 63...third premise data, 64...auxiliary data, 70...preparation part, 71...provided lottery part, 72...event part, 72a...battle event, 72b...selection event, 72c...card acquisition event, 73...generation part, 73a...generation event, 80...equipment item, 81...category data, 82...name data, 83...first effect data, 84...second effect data, 200...game control unit, 210...display control unit, 220...display unit, 230...storage unit, 280...communication unit, 2 90...input / output unit, 300...game control unit, 310...prompt generation unit, 320...data acquisition unit, 321...image data acquisition unit, 322...text data acquisition unit, 330...storage unit, 340...communication unit, 350...input / output unit, 360...generation control unit, 370...storage unit, 380...communication unit, 390...input / output unit, 400...battle event screen, 401...title panel, 402...enemy character, 403...card icon, 406...additional attribute selection panel, 420...card acquisition event screen, 421...title panel, 422...creation user panel, 423...acquisition notification panel,430...Selection event screen, 431...Selection event panel, 432...Selection status panel, 433...Choice button, 434...Selection result panel, 435...Record notification icon, 440...Generation event screen, 441...Action display panel, 442...First dialogue window, 443...Character, 444...Second dialogue window, 445...Name panel, 447...Attribute selection button, 448...New card icon, 449...Explanation window, 500...Offer lottery result screen, 500a-500c...Offer lottery result screen, 501...Winning item notification panel, 502...Item icon, 503...Performance panel, 504...1-time lottery button, 505...N-consecutive lottery button, 506...Normal number of times panel, 507...Normal result window, 508...Special number of times panel, 509...Special result window.

Claims

1. Computer, a storage unit that stores, as parameters of a first service element associated with a user, a first parameter that affects a first event and a second parameter that does not affect the first event and affects a second event different from the first event; a change unit that, when the first service element common to the first service element associated with the user is further acquired, determines whether a change amount of the first parameter of the first service element associated with the user has reached a maximum, and, when the change amount of the first parameter has reached a maximum, does not associate the further acquired first service element with the user, does not change the first parameter, and changes the second parameter; It functions as the second event can proceed using the first service component selected by the user; The second parameter of the first service element selected by the user is used in the second event.

2. The program according to claim 1 , wherein the first parameter is a parameter that does not affect the second event.

3. the first event can proceed using a second service component different from the first service component, and the first parameter influences the use of the second service component in the first event; The program of claim 1 , wherein the second event can generate the second service component using a generative model, and the second parameter affects the generation of the second service component.

4. The program of claim 1, wherein the first event can proceed using a second service element different from the first service element, the first parameter affects the use of the second service element in the nth (n is an integer greater than or equal to 1) first event, and the second parameter affects the second service element that is not used in the nth first event and is used in the n+1th or later first events.

5. The program according to claim 1 , wherein the first parameter is displayed to the user in association with the first service element, and the second parameter is not displayed to the user in association with the first service element.

6. The program of claim 1, wherein when a first service element common to the first service element associated with the user is further acquired and the change unit determines that the amount of change in the first parameter has not reached its maximum, the change unit does not associate the further acquired first service element with the user and changes the first parameter.

7. The program according to claim 6 , wherein the changing unit does not change the second parameter when it determines that the amount of change in the first parameter has not reached a maximum and changes the first parameter.

8. The program of claim 6, wherein the second parameter is not set when the amount of change in the first parameter of the first service element associated with the user has not reached its maximum, and the second parameter is set after the amount of change in the first parameter of the first service element associated with the user has reached its maximum.

9. The program of claim 1, wherein the first parameter stops changing when a predetermined condition is met, and after the second parameter starts changing, the second parameter continues to change each time a first service element common to the first service element associated with the user is obtained.

10. a storage unit that stores, as parameters of a first service element associated with a user, a first parameter that affects a first event and a second parameter that does not affect the first event and affects a second event different from the first event; a change unit that, when the first service element common to the first service element associated with the user is further acquired, determines whether a change amount of the first parameter of the first service element associated with the user has reached a maximum, and, when the change amount of the first parameter has reached a maximum, does not associate the further acquired first service element with the user, does not change the first parameter, and changes the second parameter; Equipped with the second event can proceed using the first service component selected by the user; The second parameter of the first service element selected by the user is used in the second event.

Citation Information

Patent Citations

  • Game program, method, and information processing device

    JP2020044154A

  • Game program, method, and information processing device

    JP2020048603A

  • Game system, computer program to be used for the same, and control method

    JP2021069521A

  • Game program, game device and game system

    JP2021142208A

  • Game program, game method, and server

    JP2022127910A