Program and information processing system

The program and system efficiently generate new virtual object display patterns by calculating parameters from existing data, addressing the challenge of workload and user satisfaction in virtual environments.

JP7761549B2Active Publication Date: 2025-10-28COLOPL
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Patent Information

Application Number
JP2022155070
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-28
Publication Date
2025-10-28
Estimated Expiration
2042-09-28

AI Technical Summary

Technical Problem

Implementing a system that allows for the dynamic change of virtual object display patterns in a virtual environment while minimizing development workload and enhancing user satisfaction is challenging due to the need for extensive data sets and pattern design for numerous options.

Method used

A program and information processing system that calculates parameters from existing object data to generate new objects with altered display patterns, reducing the need for manual design and data set creation.

Benefits of technology

Facilitates easy implementation of customizable object display patterns, enhancing user satisfaction by dynamically changing object appearances with reduced development effort.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program that can easily implement specifications that can change a display pattern of an object.SOLUTION: A program causes a computer to: generate multiple objects that can exist in a virtual environment; calculate a first parameter from first data that should constitute a first object among the multiple objects; calculate a second parameter from second data that should constitute a second object among the multiple objects; calculate a third parameter on the basis of the first parameter and the second parameter; determine third data that should constitute a new second object on the basis of at least a third parameter; and generate a new second object on the basis of the third data.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present disclosure relates to a technique for controlling the display pattern of virtual objects that may appear in a virtual environment created for a computer game. [Background technology]

[0002] In recent years, many game services have been provided that utilize virtual environments created by computers. Technology for realizing game services that utilize virtual environments is disclosed, for example, in Japanese Patent Application Laid-Open No. 2018-050866 (Patent Document 1). Patent Document 1 discloses a server technology for controlling a game that progresses in a virtual game space in which many virtual objects appear (see paragraphs

[0056] to

[0059] of Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-050866 Summary of the Invention [Problem to be solved by the invention]

[0004] In order to increase user satisfaction, the inventors have attempted to implement a specification that allows the display patterns of virtual objects (hereinafter sometimes simply referred to as "objects") that may appear in a virtual environment to be changed in response to user requests. However, if an appropriate number of options are to be introduced for each display pattern of a large number of objects, it would be necessary to design each of the display patterns and incorporate a data set that defines the display pattern for each option into the system. This would involve a significant workload.

[0005] In view of the above, the object of the present disclosure is to provide a program and an information processing system that can easily implement specifications that allow the display pattern of objects to be changed, thereby reducing the workload during the development stage while providing a game that can increase user satisfaction. [Means for solving the problem]

[0006] A program according to a first aspect of the present disclosure is a program that causes a computer to realize the following functions: generating a plurality of objects that may exist within a virtual environment; calculating a first parameter from first data that is to constitute a first object among the plurality of objects; calculating a second parameter from second data that is to constitute a second object among the plurality of objects; calculating a third parameter based on the first parameter and the second parameter; determining third data that is to constitute a new second object based on at least the third parameter; and generating the new second object based on the third data.

[0007] An information processing system according to a second aspect of the present disclosure is an information processing system for providing game services to a user terminal, comprising: a communication processing unit capable of communicating with the user terminal; and a game progress control unit connected to the communication processing unit and configured to generate a plurality of virtual objects that may exist in a virtual environment, wherein the game progress control unit is configured to calculate a first parameter from first data that is to constitute a first object of the plurality of objects, calculate a second parameter from second data that is to constitute a second object of the plurality of objects, calculate a third parameter based on the first parameter and the second parameter, determine third data that is to constitute a new second object based on at least the third parameter, and generate the new second object based on the third data. [Effects of the Invention]

[0008] It is possible to easily implement specifications that allow the second object to be changed to match the first object, thereby providing a game that can increase user satisfaction while reducing the workload during the development stage. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram illustrating a schematic functional configuration of a game system according to an embodiment of the present disclosure. [Figure 2] 1 is a block diagram showing a configuration of a server device as an example of a hardware configuration of an information processing system. [Figure 3] FIG. 2 is a block diagram illustrating a functional configuration of a user terminal according to an embodiment. [Figure 4] FIG. 2 is a block diagram illustrating a schematic configuration of a terminal device, which is an example of the hardware configuration of a user terminal. [Figure 5] FIG. 10 is a diagram illustrating an example of an object organization screen. [Figure 6] 6A and 6B are diagrams each showing an example of a display pattern change screen. [Figure 7] 10 is a flowchart schematically illustrating a procedure of a display pattern change process according to an embodiment of the present disclosure. [Figure 8] 10 is a flowchart schematically illustrating a procedure of a display pattern change process according to an embodiment of the present disclosure. [Figure 9] 9A and 9B are diagrams each showing an example of a display pattern change screen. DETAILED DESCRIPTION OF THE INVENTION

[0010] Various embodiments of the present disclosure will be described in detail below with reference to the drawings. Note that components with the same reference numerals throughout the drawings have the same configurations and functions.

[0011] 1 is a block diagram illustrating a schematic functional configuration of a game system 1 according to an embodiment of the present disclosure. As illustrated in FIG. 1, the game system 1 includes a plurality of user terminals 201, 202, ..., 20 K These user terminals 201 to 20 K and an information processing system 10 that can be connected to each of the user terminals 201 to 20 via a communication network NW. K In the example of FIG. 1, the user terminals 201 to 20 K The total number of the user terminals 201 to 20 is three or more, but is not limited to this. K The number may be 1 or 2.

[0012] Examples of the communication network NW include, but are not limited to, a wide area communication network such as the Internet, a dedicated communication network connecting base stations, or a local area network such as a wired LAN (Local Area Network) or a wireless LAN. The communication network NW may include a third generation (3G) to sixth generation (6G) terrestrial mobile communication network, a satellite mobile communication network, or a fixed communication network.

[0013] User terminals 201-20 K Each of the user terminals 201 to 20 may be a communication terminal (information processing device with a communication function) such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer, but is not limited to these. K may each be a gaming communication terminal suitable for playing computer games.

[0014] Each user terminal 20 k(k is an arbitrary integer in the range of 1 to K) can communicate with the information processing system 10 via the communication network NW and receive game services using the virtual environment provided by the information processing system 10. Here, the virtual environment refers to a two-dimensional or three-dimensional virtual space electronically constructed within a computer, the communication network NW, or both the computer and the communication network NW. The user can access the game services using the user terminal 20. k Through this, users can play computer games (hereinafter simply referred to as "games") such as role-playing games (RPGs) and online games in a virtual environment.

[0015] Various virtual objects (hereinafter sometimes simply referred to as "objects") may appear in the virtual environment. Examples of objects include, but are not limited to, a player character (PC) that can be controlled directly or indirectly by a player, a non-player character (NPC), an object that a player character can wear in the virtual environment (e.g., an accessory object or equipment object), an object that a player character can hold in the virtual environment (e.g., a weapon object), a building object, and an animal or plant object.

[0016] As shown in FIG. 1, the information processing system 10 includes user terminals 201 to 202 connected to a communication network NW. K The system is configured with a communication processing unit 11 having the function of individually communicating with the game player, a game progress control unit 12 having the function of controlling the game, and a memory unit 13 in which various data necessary for executing the game is stored.

[0017] The memory unit 13 stores various programs 13A, including a game program for causing the computer to realize various functions, and also stores various data such as game information 13B and user information 13C. The game program is a software program used to execute a game. The game progress control unit 12 executes the program 13A to comprehensively control the operation of the information processing system 10.

[0018] The various data stored in the storage unit 13 include data related to the game, such as user information 13C and game information 13B, as well as the user terminal 20 k and the information processing system 10, or between the user terminals 201 to 20 K The game information 13B is data that the game progress control unit 12 refers to when executing the program 13A. The user information 13C is data related to the user's account information.

[0019] The program 13A is a program for the user terminal 20. k The user terminal 20 may include a game program for realizing the game in cooperation with the information processing system 10. k The game realized by the cooperation of the user terminal 20 and the information processing system 10 is, for example, k Alternatively, the program 13A may be a game executed on a browser launched in the user terminal 201-20. K It may also include a game program for realizing this through collaboration between the above.

[0020] For example, the game progress control unit 12 may k The game progress control unit 12 receives all or part of the game information or user information from the user terminal 100. If the game is a multiplayer game, the game progress control unit 12 can transmit various data and program codes to the user terminal 20. k and receives a request for synchronization of multiplayer play from the user terminal 20. kmay be sent to

[0021] The game progress control unit 12 functions according to the description of the program 13A. The game progress control unit 12 controls the user terminal 20 according to the nature of the game to be executed. k It can also function to assist in game progression.

[0022] For example, the game progress control unit 12 may k and communicates with the user terminal 20. k The game progress control unit 12 can provide support for the user terminal 20 to progress in the game. k According to the progress of the game in the user terminal 20 k In the case of a multiplayer game, the game progress control unit 12 can provide information that each user terminal 20 should refer to as appropriate. k and communicates with the user terminals 201 to 20 K Furthermore, the game progress control unit 12 may mediate interactions (e.g., chats between users) between the user terminals 201 to 200 participating in the multiplayer game. K The controller 100 may also execute synchronization control for matching the players and synchronizing the progress of a multiplayer game.

[0023] The information processing system 10 can be configured with one server device or multiple server devices operating in cooperation with each other. The server device can be realized by one computer including one or more processors, or by multiple computers interconnected via communication paths. The server device can be realized using one or more processors including one or more processing units that execute processing based on program code (instructions) of software or firmware read from a non-volatile memory (computer-readable recording medium). For example, the processing unit can be a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The information processing system 10 can be configured using either cloud computing or on-premise.

[0024] FIG. 2 is a block diagram showing the configuration of the server device 50, which is an example of the hardware configuration of the information processing system 10. As shown in FIG.

[0025] 2 includes a processor 51, a memory 52, a storage 53, a communication interface circuit (communication I / F circuit) 54, an input / output interface circuit (input / output I / F circuit) 55, and a signal path 56. The signal path 56 is a communication bus for electrically interconnecting the processor 51, the memory 52, the storage 53, the communication I / F circuit 54, and the input / output I / F circuit 55. The game progress control unit 12 in FIG. 1 can be realized by the processor 51 and the memory 52, the communication processing unit 11 in FIG. 1 can be realized by the communication I / F circuit 54, and the memory unit 13 in FIG. 1 can be realized by the storage 53.

[0026] The processor 51 reads various programs related to the game from the storage 53 and expands the read programs in the memory 52, which functions as a main storage device. The storage 53 can be configured, for example, by a flash memory, a hard disk drive (HDD), or a solid state drive (SSD). The memory 52 can be configured, for example, by a random access memory (RAM). The memory 52 can provide a working area for the processor 51 by temporarily storing the various programs and data read from the storage 53. The memory 52 can also temporarily store intermediate data generated while the processor 51 is operating according to the various programs.

[0027] The input / output I / F circuit 55 is an interface through which the server device 50 receives input of data from the outside, and also an interface through which the server device 50 outputs data to the outside. The input / output I / F circuit 55 can be connected to, for example, an input device (not shown) such as a pointing device or a key input device, and a display (not shown) that is an image display device.

[0028] FIG. 3 shows the user terminal 20 k FIG. 2 is a block diagram showing a schematic functional configuration of the

[0029] As shown in FIG. 3, the user terminal 20 k The communication interface unit (communication I / F unit) 31 has a function of communicating with the information processing system 10 and other user terminals via the communication network NW, and the user terminal 20 k The game device 20 includes a control unit 32 that controls the operation of the game device, a memory unit 33 that stores various data required for executing the game, a display unit 34 that displays images, an input / output interface unit (input / output I / F unit) 35, an operation input unit 36, and a sensor unit 37 that includes various sensors that detect objects such as a user 40. The object detected by the sensor unit 37 is not limited to the user 40, but may also be a machine (for example, a robot), a device, or an electromagnetic phenomenon. The communication I / F unit 31 communicates with the user terminal 20.k It is possible to control the transmission and reception of various data in the

[0030] The operation input unit 36 ​​has a function of accepting operation inputs from the user 40 and can be configured, for example, as a key input device or a pointing device. The input / output I / F unit 35 is an interface that can be connected to each of the game controller 41 and the external storage medium 42. The input / output I / F unit 35 can be connected to the game controller 41 via a wired or wireless connection. The display unit 34 has a function of displaying images and can be configured, for example, as a liquid crystal display or an organic EL display. The display unit 34 may be configured as a touch panel display that has a function of accepting operation inputs from the user 40. The sensor unit 37 can include an imaging sensor that captures an image of an object such as the user 40 and outputs the image data, and a spatial sensor such as a distance sensor that spatially recognizes an object such as a body part (e.g., a hand) of the user 40.

[0031] The memory unit 33 stores various programs 33A, including a game program for causing the computer to realize various functions, and also stores game information 33B and user information 33C. The control unit 32 functions as an operation input receiving unit 32A, a display control unit 32B, a user interface control unit (user I / F control unit) 32C, an animation generation unit 32D, and a game progression unit 32E according to the descriptions in the program 33A. The user information 33C is data related to the account of the user 40.

[0032] The control unit 32 executes the program 33A stored in the storage unit 33 to control the user terminal 20. k For example, the control unit 32 can progress the game in accordance with the program 33A and operation input by the user 40. Furthermore, while the game is progressing, the control unit 32 communicates with the information processing system 10 to send and receive information as necessary. Note that the control unit 32 can also function as other functional blocks (not shown) in order to progress the game, depending on the nature of the game being executed.

[0033] The operation input receiving unit 32A can detect an operation input by the user 40 to the operation input unit 36, the game controller 41, or the display unit 34 (touch panel display). The operation input receiving unit 32A may have a function to detect an operation input by the user 40 by analyzing the sensor output of the sensor unit 37 and recognizing the movement of an object such as a body part of the user 40. The operation input receiving unit 32A can output the detection result to each component of the control unit 32.

[0034] When the display unit 34 is configured as a touch panel display, the operation input receiving unit 32A, upon detecting a touch operation on the display unit 34, acquires various information related to the touch operation. For example, the operation input receiving unit 32A acquires the coordinates of the position of the touch operation (hereinafter also referred to as the "touch position"). The operation input receiving unit 32A may detect multiple touch positions simultaneously. Note that types of touch operations include, for example, a tap operation (a touch operation in which the touch position is not moved for a short period of time), a double tap operation (a tap operation performed multiple times in succession within a predetermined period of time), a long press operation (an operation in which the touch position is continued for a predetermined period of time or more without moving), a flick operation (an operation in which the touch position is moved from the start point to the end point at a predetermined speed or more), a swipe operation (an operation in which the touch position is moved while continuing the touch operation from the start point to the end point; also known as a drag operation), a pinch-in operation (an operation in which the touch operation is continued on the first touch position and the second touch position while moving the first touch position and the second touch position so that the distance between the first touch position and the second touch position becomes smaller), and a pinch-out operation (an operation in which the touch operation is continued on the first touch position and the second touch position while moving the first touch position and the second touch position so that the distance between the first touch position and the second touch position becomes larger).

[0035] The user I / F control unit 32C can control UI objects to be displayed on the display unit 34 in order to construct a user interface (hereinafter referred to as "UI"). The UI objects are used by the user 40 to input necessary inputs for the progress of the game via the user terminal 20. kor information output during the game is displayed on the user terminal 20. k UI objects include, but are not limited to, icons, buttons, lists, and menu screens.

[0036] The animation generation unit 32D generates animations showing the motions of various objects based on the control modes of the various objects. Specifically, the animation generation unit 32D may generate animations that express the behavior of objects such as player characters and non-player characters in the virtual environment when they are affected by an action.

[0037] The display control unit 32B generates (draws) a game image that represents the state of a virtual environment in which multiple objects may exist, and displays the game image on the display unit 34. For example, the display control unit 32B can generate a game image by combining an animation generated by the animation generation unit 32D with an image of the virtual environment. The display control unit 32B can also superimpose the above-mentioned UI objects on the game image.

[0038] The game progression unit 32E can progress the game while referencing game information 33B stored in the memory unit 33. The memory unit 33 stores, as game information 33B, information about objects to be placed in the game space, information about parameters that define each object, information indicating the progress status of each play unit, and information indicating the completion status of tasks corresponding to each play unit.

[0039] The input / output I / F unit 35 can read programs (i.e., computer programs for causing a computer to realize predetermined functions) and data recorded on an external storage medium 42. For example, the programs recorded on the external storage medium 42 are game programs. kThe game program may be stored in the memory unit 33 by communicating with an external device such as the information processing system 10, or the game program may be stored in the memory unit 33 by reading it from an external storage medium 42.

[0040] The above-mentioned user terminal 20 k The user terminal 20 may be implemented by a computer including one or more processors. k can be realized using one or more processors including one or more arithmetic units that execute processing according to software or firmware program code (a group of instructions) read from a non-volatile memory (a computer-readable recording medium). For example, the arithmetic units can be a CPU, an MPU, or a GPU.

[0041] FIG. 4 shows the user terminal 20 k 1 is a block diagram showing a schematic configuration of a terminal device 60, which is an example of the hardware configuration of the present invention.

[0042] 4, the terminal device 60 includes a processor 61, a memory 62, a storage 63, an imaging sensor 64, a distance measurement sensor 65, a touch panel display 66, a communication interface circuit (communication I / F circuit) 69, an input / output interface circuit (input / output I / F circuit) 68, and a signal path 70. The signal path 70 is a communication bus for electrically interconnecting the processor 61, the memory 62, the storage 63, the imaging sensor 64, the distance measurement sensor 65, the touch panel display 66, the communication I / F circuit 69, and the input / output I / F circuit 68. The communication I / F unit 31 in Figure 3 can be realized by a communication I / F circuit 69, the control unit 32 in Figure 3 can be realized by a processor 61 and a memory 62, the memory unit 33 in Figure 3 can be realized by a storage 63, the display unit 34 in Figure 3 can be realized by a touch panel display 66, the input / output I / F unit 35 in Figure 3 can be realized by an input / output I / F circuit 68, the operation input unit 36 ​​in Figure 3 can be realized by an input device 67, and the sensor unit 37 in Figure 3 can be realized by an image sensor 64 and a ranging sensor 65.

[0043] The processor 61 reads various programs related to the game from the storage 63 and expands the read programs in the memory 62, which functions as a main storage device. The storage 63 can be configured, for example, by a flash memory, a hard disk drive (HDD), or a solid state drive (SSD). The memory 62 can be configured, for example, by a RAM. The memory 62 can provide a working area for the processor 61 by temporarily storing the various programs and data read from the storage 63. The memory 62 can also temporarily store intermediate data generated while the processor 61 is operating according to the various programs.

[0044] The input / output I / F circuit 68 can be configured as an interface with the external storage medium 42 and game controller 41 shown in Fig. 3. The input device 67 can be configured as a pointing device or a key input device.

[0045] Next, the processing of the game progress control unit 12 of the information processing system 10 will be described.

[0046] As will be described below, the game progress control unit 12 controls the user terminal 20 kIn response to a request from the user, the game progression control unit 12 can select a combination of objects that will visually influence each other during the game from among multiple objects that may appear in the virtual environment, and automatically determine data (e.g., display patterns such as surface color, pattern, or texture) that should constitute the other object of the combination (hereinafter referred to as the "second object") based on one object of the combination (hereinafter referred to as the "first object"). The game progression control unit 12 can generate a new second object based on the determined data. Generating a new second object includes changing existing data that should constitute the second object to the determined data. For example, when a first object and a second object are displayed in a form that visually integrates with each other during a game in the virtual environment, the first object and the second object can be a combination that visually influence each other during the game.

[0047] A first example of a combination of a first object and a second object is a combination of a player character and an object (e.g., an accessory object) that the player character can wear. A second example of a combination is a combination of a player character and an object (e.g., a weapon object) that the player character can possess during the game. A third example of a combination is a combination of a player character and a background object (e.g., a room object) in which the player character is placed. A fourth example of a combination is a combination of a player character and a visual object (e.g., a flame object, a light object) that appears in accordance with a predetermined action of the player character. A fifth example of a combination is a combination of a player character and a visual object (e.g., a flame object, a light object) that appears in accordance with a predetermined action of the player character. A sixth example of a combination is a combination of a player character and a UI (user interface) object corresponding to the player character.

[0048] The game progress control unit 12 a) calculating first parameters from first data to configure the first object (for example, texture data that defines a display pattern such as a color, pattern, or texture of the surface of the first object); b) calculating second parameters from second data to configure the second object (for example, texture data that defines a display pattern such as a color, pattern, or texture of the surface of the second object); c) calculating a third parameter (e.g., a parameter such as a difference quantitatively indicating the degree of association between the first parameter and the second parameter) based on the first parameter and the second parameter; d) determining third data for configuring a new second object based on at least a third parameter (e.g., a new display pattern that may be preferred by the user); e) generating a new second object based on the third data; It has the function of executing the process.

[0049] The game progress control unit 12 controls the user terminal 20 k In response to the object organization request transmitted from the user terminal 20, the object organization screen is displayed. k The object organization screen is a user interface screen for the user 40 to select a combination of first objects and second objects and to request the display of a display pattern change screen. The display pattern change screen will be described later.

[0050] FIG. 5 is a diagram illustrating an example of the object organization screen D1. In the example of FIG. 5, a character PC0 such as a player character or a non-player character is selected as the first object, and detailed information about the character PC0 is displayed. The object organization screen D1 is displayed on the user terminal 20. kThe object organization screen D1 may be displayed on a touch panel display unit 34 (FIG. 3). As shown in FIG. 5, the object organization screen D1 has a window W1 that displays a simplified image of the character PC0, which is the first object, and a window W2 that displays simplified images of the objects V1 to V4 that can be assigned to the character PC0 side by side. The user 40 can select a second object (weapon object V1 in the example of FIG. 5) from among the objects V1 to V4 by performing a predetermined touch operation (e.g., a tap operation) on the object organization screen D1 and assign it to the first object. The object organization screen D1 also has a change button B0 for requesting the display of a display pattern change screen. The user 40 can request the game progression control unit 12 to display the display pattern change screen by selecting the change button B0 by performing a predetermined touch operation.

[0051] Furthermore, the object organization screen D1 also has a call button CB and a save button RB. The user 40 can display a list of weapon objects and accessory objects (not shown) on the user terminal 20 by selecting the call button CB with a predetermined touch operation (for example, a tap operation). k The list can be displayed on the display unit 34. The user 40 can assign a desired object from this list to the character PC0. The user 40 can save information about the objects that can be assigned to the character PC0 in the information processing system 10 by selecting the save button RB through a touch operation.

[0052] After the user 40 selects a combination of the first object and the second object on the object organization screen, the user 40 can make a display pattern change request on the display pattern change screen. k The information can be displayed on the touch panel display unit 34 (FIG. 3).

[0053] 6A and 6B are diagrams illustrating examples of the display pattern change screens D2 and D3. The display pattern change screen D2 shown in FIG. 6A is displayed on the user terminal 20.k The display pattern change screen D2 is a user interface screen that is first displayed in response to a request received from the user. The display pattern change screen D2 has a window W3 that displays a three-dimensional display image of a character PC0, which is a first object, and a three-dimensional display image of a second object V1 assigned to the character PC0. In the window W3, the three-dimensional display image of the character PC0 has a display pattern (color, pattern, texture, or a combination thereof) based on the texture data that is to constitute the character PC0, and the three-dimensional display image of the second object V1 also has a display pattern (color, pattern, texture, or a combination thereof) based on the texture data that is to constitute the second object V1.

[0054] Texture data is two-dimensional image data used to display the appearance of a 3D (three-dimensional) object or the appearance of a 2D (two-dimensional) object displayed in a virtual space. Generally, a technique for applying a display pattern consisting of color, pattern, texture, or a combination thereof to the surface of a 3D object (3D model) generated by computer graphics is called texture mapping. The texture data of this embodiment may be, but is not limited to, two-dimensional image data generated for texture mapping. The texture data of this embodiment may be expressed as a set of color coordinates in a primary color space, such as an RGB color space consisting of a red component (R), a green component (G), and a blue component (B).

[0055] The display pattern change screen D2 also has a window W4 that displays simplified images of objects V1 to V4 that can currently be assigned to the character PC0 side by side. In the example of Fig. 6A, object V1 is assigned as the second object, but the user 40 can reassign a desired object from among objects V1 to V4 as the second object by a predetermined touch operation (for example, a tap operation). The user 40 can also delete any one of objects V1 to V4 displayed in the window W4 by a predetermined touch operation (for example, a long press operation).

[0056] The display pattern change screen D2 also has a weapon button WB and an accessory button AB. The user 40 can display a list of weapon objects (not shown) on the user terminal 20 by selecting the weapon button WB with a predetermined touch operation (for example, a tap operation). k The user 40 can assign a desired weapon object from this list to the character PC0. On the other hand, the user 40 can select the accessory button AB by a predetermined touch operation (for example, a tap operation) to display a list of accessory objects (not shown) on the user terminal 20. k The list can be displayed on the display unit 34. The user 40 can assign a desired accessory object from this list to the character PC0.

[0057] The display pattern change screen D2 also has a trigger button TB for the user 40 to issue a display pattern change request. This trigger button TB displays a representative display color of the second object V1 in the window W3. For example, if the hair on the head of the second object V1 is a representative part, a representative color representing the hair on the head may be displayed on the trigger button TB. Here, the representative color may be a color that is pre-assigned to the second object V1, or, as will be described later, may be a color calculated by performing a predetermined calculation such as averaging on a group of color coordinates of texture data that should constitute the object V1. When the user 40 selects the trigger button TB by a predetermined touch operation (for example, a tap operation), the user terminal 20 k The user terminal 20 transmits a display pattern change request to the game progress control unit 12. The game progress control unit 12 k In response to a display pattern change request received from the

[0058] Furthermore, the display pattern change screen D2 has an end button BB. When the user 40 decides not to change the display pattern of the second object V1 assigned to the character PC0, the user 40 can select the end button BB by a predetermined touch operation (for example, a tap operation).

[0059] 7 and 8 are flowcharts that schematically show the procedure of the display pattern change process executed by the game progress control unit 12. FIGS. 7 and 8 are connected to each other via connectors C1 and C2. This display pattern change process is carried out by the user terminal 20. k This is executed in response to a display pattern change request sent from

[0060] Referring to FIG. 7, first, the game progression control unit 12 selects a first object and a second object assigned to the first object in response to a display pattern change request (step S11). Next, the game progression control unit 12 calculates a first parameter from first data that constitutes the first object (step S12). Specifically, the game progression control unit 12 calculates a representative quantity (vector quantity or scalar quantity) representing a representative display color of the first object as the first parameter from first texture data that defines the display pattern P0 of the first object. The method for calculating this representative quantity will be described later. Next, the game progression control unit 12 calculates a second parameter from second data that constitutes the second object (step S13). Specifically, the game progression control unit 12 calculates a representative quantity (vector quantity or scalar quantity) representing a representative display color of the second object as the second parameter from second texture data that defines the display pattern P1 of the second object. The method for calculating this representative quantity will be described later. In FIG. 7, step S13 is executed after step S12, but instead, step S12 may be executed after step S13.

[0061] The first texture data is two-dimensional image data used to display the appearance of a first object displayed in a virtual space, and the second texture data is also two-dimensional image data used to display the appearance of a second object displayed in a virtual space. A representative amount representing a representative display color of the first object may be calculated based on a data set of the first texture data that defines a display pattern of a representative part of the first object (e.g., a representative part such as the head, hair, or upper body of a player character). Similarly, a representative amount representing a representative display color of the second object may be calculated based on a data set of the second texture data that defines a display pattern of a representative part of the second object (e.g., a representative part of a weapon object).

[0062] The first texture data can be expressed as a set of color coordinates of multiple points in a predetermined primary color space, such as the RGB color space. Similarly, the second texture data can also be expressed as a set of color coordinates of multiple points in the primary color space, similar to the first texture data. From the perspective of human visual characteristics, it is preferable to calculate the representative quantity based on a set of color coordinates in a predetermined HSV color space rather than on a set of color coordinates in a primary color space. The HSV color space is a color space consisting of a hue component, a saturation (chroma) component, and a brightness (value / brightness) component. Therefore, the game progression control unit 12 converts the set of color coordinates in the primary color space represented by a predetermined data set of the first texture data into a set of color coordinates in the HSV color space, and then performs a predetermined calculation, such as averaging, on the resulting set of color coordinates in the HSV color space to calculate a vector quantity indicating the representative color coordinates (first color coordinates). This vector quantity can then be used as the representative quantity. Similarly, the game progress control unit 12 performs color space conversion on the group of color coordinates in the primary color space represented by a predetermined data set of the second texture data to a group of color coordinates in the HSV color space, and performs a predetermined calculation such as averaging on the obtained group of color coordinates in the HSV color space to calculate a vector quantity indicating representative color coordinates (second color coordinates), and uses this vector quantity as the representative quantity.

[0063] In this case, the representative quantity is a vector quantity, but is not limited to this. A value (scalar quantity) corresponding to the vector quantity may also be used as the representative quantity. Furthermore, the averaging of the color coordinates in the HSV color space may be any of arithmetic averaging, geometric averaging, and harmonic averaging.

[0064] Note that if the first texture data is expressed as a group of color coordinates of multiple points in the HSV color space and the second texture data is also expressed as a group of color coordinates of multiple points in the HSV color space, the above-mentioned color space conversion is not necessarily required.

[0065] After step S13, the game progression control unit 12 calculates a third parameter based on the first parameter and the second parameter (step S14). Specifically, the third parameter may be calculated as a vector quantity or a scalar quantity indicating the visual correlation between the first parameter and the second parameter. More specifically, the third parameter can be calculated as a difference Δ between the first parameter and the second parameter. If a representative quantity representing the representative display color of the first object is represented by R1 and a representative quantity representing the representative display color of the second object is represented by R2, and if the representative quantities R1 and R2 are expressed as color coordinates (vector quantities), the difference Δ can be calculated as a difference vector (= R1 - R2 or R2 - R1) between these color coordinates (vector quantities). Alternatively, the difference Δ can be calculated as the norm (scalar quantity) of the difference vector. Alternatively, the difference Δ may be calculated as a normalized vector obtained by normalizing the difference vector. Alternatively, the difference Δ may be calculated as the Euclidian distance between the first color coordinate indicated by the representative amount R1 and the second color coordinate indicated by the representative amount R2, but is not limited to this and may also be calculated as the Chebyshev distance.

[0066] In the next step S15, the game progress control unit 12 determines third data to constitute a new second object based on the third parameter. Specifically, the game progress control unit 12 determines the third data by applying the third parameter to the second data to constitute the second object. More specifically, if the second data is texture data, the game progress control unit 12 can determine a new display pattern Pn of the second object as the third data by applying the above-mentioned difference Δ to the texture data according to a predetermined calculation method. For example, if the second data is expressed as a group of color coordinates and the difference Δ is calculated as a difference vector, the game progress control unit 12 can shift the group of color coordinates by the difference vector Δ in color space to calculate a new group of color coordinates, thereby obtaining a display pattern Pn represented by the new group of color coordinates. Alternatively, the game progress control unit 12 can select or configure an operator such as a coordinate transformation matrix based on the difference vector Δ, and apply a coordinate transformation using this operator to the group of color coordinates to calculate a new group of color coordinates, thereby obtaining a display pattern Pn represented by the new group of color coordinates. In this way, a new display pattern Pn can be determined based on the difference Δ, so there is no need to prepare texture data for all options that may suit the preferences of various users.

[0067] After step S15, the game progress control unit 12 generates a new second object based on the third data determined in step S15 (step S16). Specifically, the game progress control unit 12 changes the display pattern P1 of the second object to a new display pattern Pn represented by the third data.

[0068] Next, the game progress control unit 12 transmits the new display pattern Pn represented by the third data to the user terminal 20. k Specifically, the game progress control unit 12 presents the new display pattern Pn to the user terminal 20 (step S17). kMore specifically, in the example of FIG. 6A, when the user 40 selects the trigger button TB on the display pattern change screen D2, the game progress control unit 12 executes the above steps S11 to S15 to determine a new display pattern Pn. Thereafter, the game progress control unit 12 determines a new display pattern Pn on the user terminal 20. k By changing the display screen of the display unit 34 from the display pattern change screen D2 of FIG. 6A to the display pattern change screen D3 of FIG. 6B, the new display pattern Pn is displayed on the user terminal 20. k (Step S17). Here, in the window W3 of the display pattern change screen D3, the display pattern of the second object V1 has been changed to a new display pattern Pn. At the same time, a representative display color of the new display pattern Pn is displayed on the trigger button TB. At this time, for example, the game progression control unit 12 may calculate representative color coordinates by performing a predetermined calculation such as averaging on a group of color coordinates in a primary color space represented by a data set that defines a representative part of the second object V1 (for example, a representative part of a weapon object) from the texture data that defines the new display pattern Pn, and may then use these representative color coordinates to display the representative display color on the trigger button TB.

[0069] After step S17, the game progress control unit 12 k The user terminal 20 waits until it receives a response from the user terminal 20 in response to the presentation of the new display pattern Pn (NO in step S18). k When an end instruction is received from the game progress control unit 12 (YES in step S17 and step S18), the game progress control unit 12 ends the display pattern change process. In the example of Fig. 6B, the user 40 can end the display pattern change process by selecting the end button BB by a predetermined touch operation (for example, a tap operation).

[0070] On the other hand, in response to the presentation of the new display pattern Pn, the user terminal 20 kWhen the display pattern change request is received from the user terminal 20 (YES in step S18 and step S19), step S20 is executed. In the example of FIG. 6B, when the user 40 selects the trigger button TB by a predetermined touch operation (for example, a tap operation), k transmits a second display pattern change request to the game progress control unit 12. In step S20, the game progress control unit 12 calculates a fourth parameter representing another display color related in terms of hue to the display color represented by the first parameter, based on the first parameter calculated in step S12. For example, the fourth parameter may be a color coordinate (vector quantity) representing a complementary color to the color represented by the representative quantity R1.

[0071] After step S20, the game progression control unit 12 calculates a fifth parameter based on the fourth parameter calculated in step S20 and the second parameter calculated in step S13 (step S21). Specifically, the fifth parameter may be calculated as a vector quantity or a scalar quantity indicating the visual correlation between the fourth parameter and the second parameter. More specifically, the fifth parameter can be calculated as the difference δ between the fourth parameter and the second parameter. Let R4 represent the representative quantity representing the representative display color of the fourth object, and R2 represent the representative quantity representing the representative display color of the second object. If the representative quantities R4 and R2 are expressed as color coordinates (vector quantities), the difference δ can be calculated as the difference vector (= R4 - R2 or R2 - R4) between these color coordinates (vector quantities). Alternatively, the difference δ can be calculated as the norm (scalar quantity) of the difference vector. Alternatively, the difference δ may be calculated as a normalized vector obtained by normalizing the difference vector, or as the Euclidean distance between the color coordinates indicated by the representative amount R4 and the color coordinates indicated by the representative amount R2, but is not limited to this and may also be calculated as the Chebyshev distance.

[0072] Next, the game progression control unit 12 determines fourth data to constitute a new second object based on the fifth parameter calculated in step S21 (step S22). Specifically, the game progression control unit 12 determines the fourth data by applying the fifth parameter to the second data to constitute the second object or the third data calculated in step S15. More specifically, if the second data or the third data is texture data, the game progression control unit 12 can determine a new display pattern Pm of the second object as the fourth data by applying the difference δ to the texture data according to a predetermined calculation method. For example, if the second data or the third data is expressed by a set of color coordinates and the difference δ is calculated as a difference vector, the game progression control unit 12 can shift the set of color coordinates in color space by the difference vector δ to calculate a new set of color coordinates, thereby obtaining the display pattern Pm represented by the new set of color coordinates. Alternatively, the game progress control unit 12 can select or configure an operator such as a coordinate transformation matrix based on the difference vector δ, and apply coordinate transformation using this operator to a group of color coordinates to calculate a new group of color coordinates, thereby obtaining a display pattern Pm represented by this new group of color coordinates. In this way, a new display pattern Pm can be determined based on the difference δ, eliminating the need to prepare texture data for all options that may suit the preferences of a variety of users.

[0073] After step S22, the game progress control unit 12 generates a new second object based on the fourth data determined in step S22 (step S23). Specifically, the game progress control unit 12 changes the display pattern of the second object to the display pattern Pm represented by the fourth data. Subsequently, the game progress control unit 12 displays the display pattern Pm represented by the fourth data on the user terminal 20. k Specifically, the game progress control unit 12 presents the display pattern Pm to the user terminal 20. k9A and 9B are diagrams illustrating display pattern change screens D3 and D4. The display pattern change screen D3 in FIG. 9A is the same as the display pattern change screen D3 in FIG. 6B. In the example in FIG. 9A, when the user 40 selects the trigger button TB on the display pattern change screen D3, the game progress control unit 12 executes steps S20 to S22 described above to further determine a new display pattern Pm. Thereafter, the game progress control unit 12 notifies the user terminal 20 k 9A to the display pattern change screen D4 of the display unit 34, the display pattern Pm is changed to the display pattern change screen D3 of the user terminal 20. k (Step S24). Here, in the window W3 of the display pattern change screen D4, the display pattern of the second object V1 has been changed to the display pattern Pm. At the same time, a representative display color of the display pattern Pm is displayed on the trigger button TB. At this time, for example, the game progression control unit 12 may calculate representative color coordinates by performing a predetermined calculation such as averaging on a group of color coordinates in a primary color space represented by a data set that defines a representative part of the second object V1 (for example, a representative part of a weapon object) from the texture data that defines the display pattern Pm, and may then use these representative color coordinates to display the representative display color on the trigger button TB.

[0074] After step S24, the game progress control unit 12 k The user terminal 20 waits until it receives a response from the user terminal 20 in response to the presentation of the new display pattern Pm (NO in step S25). k When an end instruction is received from the game progress control unit 12 (YES in step S25 and step S26), the game progress control unit 12 ends the display pattern change process. In the example of Fig. 9B, the user 40 can end the display pattern change process by selecting the end button BB by a predetermined touch operation (for example, a tap operation).

[0075] On the other hand, in response to the presentation of the display pattern Pm, the user terminal 20 k9B, when the user 40 selects the trigger button TB by a predetermined touch operation (for example, a tap operation), the user terminal 20 k In step S27, in response to the third display pattern change request, the game progress control unit 12 changes the display pattern of the second object to the original display pattern P1. Next, the original display pattern P1 is transmitted to the user terminal 20. k At this time, for example, the game progress control unit 12 presents the game to the user terminal 20 (step S28). k The display screen of the display unit 34 can be returned from the display pattern change screen D4 in Fig. 7B to the display pattern change screen D2 in Fig. 6A (step S27). This ends the display pattern change process.

[0076] As described above, the game progression control unit 12 calculates a first parameter (e.g., a representative amount representing a representative display color of the first object) from the first data to constitute the first object (step S12), calculates a second parameter (e.g., a representative amount representing a representative display color of the second object) from the second data to constitute the second object (step S13), calculates a third parameter (e.g., a difference quantitatively indicating the visual association between the first parameter and the second parameter) based on the first parameter and the second parameter (step S14), determines third data to constitute the second object (e.g., a new display pattern of the second object) based on the third parameter (step S17), and generates a new second object based on the third data (step S16). Thus, a new second object can be automatically generated based on the first object. In conventional technology, if an appropriate number of options were to be introduced for each display pattern of a large number of objects, it would be necessary to design each display pattern for each option and incorporate a data set defining the display pattern for each option into the system. This would involve a significant workload. Furthermore, preparing a data set of all options that could potentially suit the preferences of a variety of users would require a huge amount of data and is therefore unrealistic. In contrast, in this embodiment, a new second object can be automatically generated based on a first object, which has the advantage of eliminating the need to prepare a data set of all options that could potentially suit the preferences of a variety of users. This configuration makes it possible to easily implement specifications that allow objects to be changed in response to user requests. Furthermore, it is possible to provide a game that can increase user satisfaction while reducing the workload during the development stage.

[0077] In particular, when a representative quantity representing a representative display color of the first object is calculated as the first parameter, a representative quantity representing a representative display color of the first object is calculated as the second parameter, and a vector quantity or scalar quantity indicating the visual correlation (for example, difference) between the first parameter and the second parameter is calculated as the third parameter, the game progression control unit 12 can determine a new display pattern of the second object based on the correlation. Therefore, the display pattern of the second object can be changed to a new display pattern that is less strange to the user.

[0078] In addition, in response to the presentation of a new display pattern, the user terminal 20 k When receiving a display pattern change request from the game progress control unit 12, the game progress control unit 12 calculates, based on the first parameter, a fourth parameter that represents another display color related in terms of hue to the display color represented by the first parameter (step S20). Next, the game progress control unit 12 calculates a fifth parameter based on the fourth parameter and the second parameter (step S21), determines fourth data that should constitute the second object based on this fifth parameter (step S22), and can generate a new second object based on the fourth data (step S23). This increases the user's options for new display patterns of the second object.

[0079] Various embodiments of the present disclosure have been described above with reference to the drawings. However, these embodiments are merely examples, and various other forms may be adopted. Within the scope of the present disclosure, the above embodiments may be freely combined, any component of each embodiment may be modified, or any component of each embodiment may be omitted. It should be understood that modifications, additions, and improvements to the above embodiments may be made as appropriate without departing from the spirit and scope of the present invention. The scope of the present invention should be interpreted based on the description of the claims, and should be understood to include equivalents thereof.

[0080] The contents of the invention according to the present disclosure are listed as follows:

[0081] [Item 1] The ability to generate multiple objects that can exist within a virtual environment; a function of calculating a first parameter from first data that is to constitute a first object of the plurality of objects; a function of calculating a second parameter from second data that constitutes a second object among the plurality of objects; a function of calculating a third parameter based on the first parameter and the second parameter; a function of determining third data to be used to construct a new second object based on at least the third parameter; a function of generating the new second object based on the third data; A program (13A) that makes the computer realize the above.

[0082] [Item 2] Item 1. The program (13A) according to item 1, wherein the third data is calculated by applying at least the third parameter to the second data.

[0083] [Item 3] Item 1. The program (13A) according to item 1, wherein the second object is an object that can be visually integrated with the first object in the virtual environment.

[0084] [Item 4] The program (13A) according to any one of items 1 to 3, wherein the third parameter is a difference between the first parameter and the second parameter.

[0085] [Item 5] The program (13A) according to item 4, the first data is first texture data that defines a display pattern of the first object; the first parameter is a parameter representing a representative display color of the first object, the second data is second texture data that defines a display pattern of the second object, the second parameter is a parameter representing a representative display color of the second object, the third data is data indicating a display pattern of the new second object, The program (13A) causes the computer to realize a function of changing the display pattern of the second object to a display pattern indicated by the third data.

[0086] [Item 6] The program (13A) according to item 5, wherein the computer: The display pattern of the new second object is displayed on the user terminal (20 k ) and the ability to present The user terminal (20 k a function of calculating a fourth parameter representing another display color related in terms of hue to the display color represented by the first parameter when a display pattern change request is received from the calculating a difference between the fourth parameter and the second parameter; a function of determining a display pattern for constituting a new second object based on the difference between at least the fourth parameter and the second parameter; A program to achieve this (13A).

[0087] [Item 7] The program (13A) according to item 5, the first parameter is a vector quantity indicating a first color coordinate in a predetermined color space, The second parameter is a vector quantity indicating a second color coordinate in the predetermined color space.

[0088] [Item 8] Item 7. The program (13A) according to item 7, wherein the predetermined color space is an HSV color space composed of a hue component, a saturation component, and a brightness component.

[0089] [Item 9] The program (13A) according to item 7 or 8, the first color coordinates are calculated by performing a predetermined operation on a first color coordinate group representing at least a part of the first texture data; The second color coordinates are calculated by performing a predetermined operation on a second color coordinate group representing at least a part of the second texture data.

[0090] [Item 10] The program (13A) according to item 9, wherein the computer: a function of calculating the first set of color coordinates by performing color space conversion on a set of color coordinates in a primary color space that constitutes the first texture data; a function of calculating the second group of color coordinates by performing color space conversion on the group of color coordinates in the primary color space that constitutes the second texture data; A program to achieve this (13A).

[0091] [Item 11] The program (13A) according to any one of items 1 to 3, the first object is a player character; The program (13A) wherein the second object is an object that can be worn by the player character in the virtual environment or an object that can be held by the player character in the virtual environment.

[0092] [Item 12] User terminal (20k An information processing system (10) for providing game services to The user terminal (20 k a communication processing unit (11) capable of communicating with the a game progress control unit (12) connected to the communication processing unit (11) and configured to generate a plurality of virtual objects that may exist in the virtual environment; Equipped with The game progress control unit (12) calculating a first parameter from first data that constitutes a first object of the plurality of objects; calculating a second parameter from second data that constitutes a second object of the plurality of objects; calculating a third parameter based on the first parameter and the second parameter; determining third data to constitute a new second object based on at least the third parameter; generating the new second object based on the third data; An information processing system (10) configured as above. [Explanation of symbols]

[0093] NW: communication network, 1: game system, 10: information processing system, 11: communication processing unit, 12: game progress control unit, 13: memory unit, 13A: program, 13B: game information, 13C: user information, 201, 202, ..., 20 K: User terminal, 31: Communication interface unit (communication I / F unit), 32: Control unit, 32A: Operation input reception unit, 32B: Display control unit, 32C: User interface control unit (user I / F control unit), 32D: Animation generation unit, 32E: Game progression unit, 33: Memory unit, 33A: Program, 33B: Game information, 33C: User information, 34: Display unit, 35: Input / output interface unit (input / output I / F unit), 36: Operation input unit, 37: Sensor unit, 40: User, 41: Game controller, 42: Storage medium, 5 0: Server device, 51: Processor, 52: Memory, 53: Storage, 54: Communication interface circuit (communication I / F circuit), 55: Input / output interface circuit (input / output I / F circuit), 56: Signal path, 60: Terminal device, 61: Processor, 62: Memory, 63: Storage, 64: Imaging sensor, 65: Ranging sensor, 66: Touch panel display, 67: Input device, 68: Input / output interface circuit (input / output I / F circuit), 69: Communication interface circuit (communication I / F circuit), 70: Signal path 70.

Claims

1. The ability to generate multiple objects that can exist within a virtual environment; a function of calculating a first parameter representing a representative display color of a first object from first data which is first texture data that defines a display pattern of the first object among the plurality of objects; a function of calculating a second parameter representing a representative display color of a second object from second data which is second texture data that defines a display pattern of the second object among the plurality of objects; a function of calculating a difference representing a visual association between the first parameter and the second parameter as a third parameter; a function of calculating third data indicating a display pattern of a new second object by applying at least the third parameter to the second data; a function of generating the new second object by changing the display pattern of the second object to a display pattern indicated by the third data; A program that makes the computer realize the above.

2. 2. The program of claim 1, wherein the second object is an object that can be visually integrated with the first object in the virtual environment.

3. 2. The program according to claim 1, wherein the computer: a function of presenting the new display pattern of the second object to a user terminal; a function of calculating, upon receiving a display pattern change request from the user terminal, a fourth parameter representing another display color related in terms of hue to the display color represented by the first parameter; calculating a difference between the fourth parameter and the second parameter; a function of determining a display pattern for constituting a new second object based on at least a difference between the fourth parameter and the second parameter; A program to make this happen.

4. 2. The program according to claim 1, the first parameter is a vector quantity indicating a first color coordinate in a predetermined color space, The second parameter is a vector quantity indicating a second color coordinate in the predetermined color space.

5. 5. The program according to claim 4, wherein the predetermined color space is an HSV color space composed of a hue component, a saturation component, and a lightness component.

6. 6. The program according to claim 4 or 5, the first color coordinates are calculated by performing a predetermined operation on a first color coordinate group representing at least a part of the first texture data; The second color coordinates are calculated by performing a predetermined operation on a second color coordinate group that represents at least a part of the second texture data.

7. 7. The program according to claim 6, wherein the computer a function of calculating the first set of color coordinates by performing color space conversion on a set of color coordinates in a primary color space that constitutes the first texture data; a function of calculating the second set of color coordinates by performing color space conversion on the set of color coordinates in the primary color space that constitutes the second texture data; A program to make this happen.

8. 2. The program according to claim 1, the first object is a player character; The program, wherein the second object is an object that can be worn by the player character in the virtual environment or an object that can be held by the player character in the virtual environment.

9. An information processing system for providing a game service to a user terminal, a communication processing unit capable of communicating with the user terminal; a game progress control unit connected to the communication processing unit and configured to generate a plurality of objects that may exist in the virtual environment; Equipped with The game progress control unit calculating a first parameter representing a representative display color of a first object from first data, the first parameter being first texture data that defines a display pattern of the first object among the plurality of objects; calculating a second parameter representing a representative display color of a second object from second data, the second parameter being second texture data that defines a display pattern of the second object among the plurality of objects; calculating a difference representing a visual association between the first parameter and the second parameter as a third parameter; calculating third data indicating a display pattern of a new second object by applying at least the third parameter to the second data; The new second object is generated by changing the display pattern of the second object to the display pattern indicated by the third data. An information processing system configured as follows.

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