Program and game device
The program and game device provide personalized deck recommendations using AI-driven buddy elements, enhancing player engagement and strategic depth in battle games.
Patent Information
- Application Number
- JP2024141655
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-22
- Publication Date
- 2025-12-24
- Estimated Expiration
- 2040-03-02
AI Technical Summary
Existing battle games lack the ability to enhance player interest by providing recommended decks tailored to individual player preferences and game strategies.
A program and game device that presents, receives, and sets recommended decks composed of game elements, utilizing player-owned elements and incorporating AI-driven buddy elements to suggest optimal deck compositions based on player information.
Enhances player engagement by offering personalized and strategically optimal deck recommendations, increasing the interest and enjoyment of competitive gameplay.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] In recent years, games that use platforms such as smartphones and mobile phones have become popular. For example, there are games in which a deck made up of game elements such as virtual cards is used, and the outcome of a competitive game is determined by the parameter values of each game element that makes up the deck.
[0003] Furthermore, in a game in which a character corresponding to a player defeats enemy characters present in each area, there is also a game device that displays areas that are recommended for selection (Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-169220 Summary of the Invention [Problem to be solved by the invention]
[0005] In a battle game using decks, if it were possible to set a deck recommended for use in a battle, the interest of the player would increase.
[0006] An object of the present invention is to provide a program and a game device that can provide a game that enhances the interest of players. [Means for solving the problem]
[0007] One aspect of the present invention is a program for causing a computer to execute a presentation process that presents a recommended deck composed of a plurality of first game elements and recommended for use in a competitive game, a reception process that accepts a player's selection of the recommended deck, and a recommended deck setting process that sets the recommended deck selected by the player using first game elements owned by the player.
[0008] One aspect of the present invention is a program that causes a computer to function as a first setting means that can set a normal deck consisting of a plurality of first game elements including a first game element owned by a player based on a selection operation of a first game element by the player, and a second setting means that can set a recommended deck that is different from the normal deck and is recommended for use in a competitive game using the first game elements owned by the player based on a deck selection operation by the player.
[0009] One aspect of the present invention is a program for controlling a competitive game using a deck composed of first game elements on a computer, the program causing the computer to execute an acquisition process for acquiring information about a player, a selection process for using the information about the player to select a second recommended deck from first recommended decks recommended for use in the competitive game, and a process for outputting the second recommended deck.
[0010] One aspect of the present invention is a terminal that includes a memory storing execution instructions and a processor, and the processor executes, in accordance with the execution instructions, a presentation process that presents a recommended deck composed of a plurality of first game elements and recommended for use in a competitive game, a reception process that accepts a player's selection of the recommended deck, and a recommended deck setting process that sets the recommended deck selected by the player using first game elements owned by the player.
[0011] One aspect of the present invention is a game system comprising: a presentation means for presenting a recommended deck composed of a plurality of first game elements and recommended for use in a competitive game; a reception means for accepting a player's selection of the recommended deck; and a recommended deck setting means for setting the recommended deck selected by the player using first game elements owned by the player, wherein the recommended deck includes a first recommended deck and a second recommended deck obtained using information about the player.
[0012] One aspect of the present invention is a game management device comprising a first acquisition means for acquiring information about a player, a second acquisition means for acquiring a recommended deck consisting of a plurality of first game elements and recommended for use in a competitive game using the information about the player, and an output means for outputting the recommended deck. [Effects of the Invention]
[0013] The present invention can provide a game that enhances the player's interest. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. [Figure 3] FIG. 3 is a diagram showing an example of a battle screen displayed on the display 11 of the player terminal 1. [Figure 4] FIG. 4 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of card setting data. [Figure 6] FIG. 6 is a diagram showing an example of user information data. [Figure 7] FIG. 7 is a diagram showing an example of recommended deck data. [Figure 8] FIG. 8 is a diagram illustrating an example of the deck organization menu screen. [Figure 9] FIG. 9 is a diagram illustrating an example of the deck organization screen. [Figure 10] FIG. 10 is a diagram illustrating an example of the deck organization screen. [Figure 11] FIG. 11 is a diagram illustrating an example of the second recommended deck presentation screen. [Figure 12] FIG. 12 shows an example of a display when there is an unowned card. [Figure 13] FIG. 13 is a diagram showing an example of a replacement card suggestion screen. [Figure 14] FIG. 14 is a diagram illustrating an example of the functional configuration of the game server 2. [Figure 15] FIG. 15 is a diagram showing an example of the match data. [Figure 16] FIG. 16 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In FIG. [Figure 17] FIG. 17 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In FIG. [Figure 18] FIG. 18 is a flowchart illustrating the second recommended deck selection process. [Figure 19] FIG. 19 is a flowchart for explaining the replacement card selection process. [Figure 20] FIG. 20 is a flowchart for explaining the deck compilation process. [Figure 21] FIG. 21 is a flowchart for explaining the first recommended deck organization process. [Figure 22] FIG. 22 is a flowchart for explaining the normal deck organization process. [Figure 23] FIG. 23 shows an example of a display when there are cards not yet held. DETAILED DESCRIPTION OF THE INVENTION
[0015] [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured with player terminals 1 provided for game players A and B, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0016] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0017] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. There are basically multiple player terminals 1, and each is operated by a player.
[0018] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.
[0019] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11, a touch operation panel 12 that is configured integrally with the display 11, and a speaker 13. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume adjustment button, etc., which are not shown.
[0020] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0021] In this embodiment, an example is described in which the above-mentioned game system is applied to a competitive game using a first game element associated with a first player A and a first game element associated with a second player B, who is the opponent.
[0022] Here, the first game element is a character, and is represented by an image, a virtual or physical object, etc. Images include still images and moving images. Examples of virtual or physical objects include virtual cards displayed on a computer, physical cards, etc. Note that the object is not limited to a card, as long as it is configured to allow identification of the game element associated with the object. The object may also be a shaped object such as a figurine having the appearance of the game element.
[0023] In the following explanation, it is assumed that the first game element that can be made to appear by using a card in the game to be executed is a character whose behavior is controlled based on the operation of a player (including a non-player operated by a computer), and that the card bears a design of the corresponding character (an image showing the appearance of the character). Furthermore, it is not limited to this, and it goes without saying that cards used to specify game elements of the game to be executed are not limited to those configured to be able to specify game elements such as characters, but may also specify other game elements such as items or effects to be activated.
[0024] A deck is composed of a predetermined number of first game elements. The predetermined number of first game elements is set as a player's deck. For example, if the first game elements are embodied as virtual cards displayed on a computer, the deck is a card group composed of a predetermined number of cards. In this embodiment, decks that can be set include a normal deck and a recommended deck. A normal deck is a deck organized using a normal deck organization function in accordance with operations by a player. In contrast, a recommended deck is a deck recommended for use in a competitive game. A recommended deck is a deck whose deck composition (cards included in the deck) is determined based on, for example, the balance of parameters of the first game elements (cards), win rate in a competitive game, usage rate, popularity, ease of use, etc. Recommended decks include a first recommended deck and a second recommended deck. The second recommended deck is a recommended deck obtained using information about the player, and is therefore a deck that is more suitable for the player than the first recommended deck. In this embodiment, if a player does not own all of the first game elements (cards) included in the recommended deck, a first game element (alternative card) can be selected from the first game elements (cards) owned by the player to replace the missing first game elements (cards) and proposed to the player.
[0025] At least one attribute from among a plurality of attributes is associated with the first game element (card). Each of these attributes is specified, for example, by a color. In this case, the first game element is associated with one of a plurality of different colors (for example, red, white, yellow, blue, green, purple). Note that the types of colors are not limited to these, and other colors may also be used.
[0026] Furthermore, in a fighting game to which this embodiment is applied, a second game element different from the first game element is added. The second game element is a character like the first game element, but does not necessarily need to be associated with a virtual or physical object.
[0027] The second game element uses the first game element possessed by the player in the game. Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a character embodied in a card, the second game element autonomously or voluntarily (actively) determines the selection or action of the card possessed by the player during a match in the game. In other words, like the function of a non-player controlled by a computer, the second game element performs an action similar to the selection or action of the first game element performed by a player. However, while conventional non-players are controlled by a computer instead of a human player, the second game element differs in that it exists separately from the human player and uses the first game element possessed by the player. Unlike conventional non-players, the player and the second game element form a group (pair). The second game element is not necessarily limited to one; multiple types may exist. A player can select one or more second game elements from multiple types of second game elements to form a group with themselves. When there are multiple second game elements, the initial values of character information, which will be described later, differ for each second game element, and this affects the autonomous or spontaneous (active) behavior of the second game element.
[0028] The second game element has character information. The character information influences the autonomous or spontaneous (active) behavior (use of the first game element) of the second game element. In other words, the character information is the ability of the second game element, and the autonomous or spontaneous (active) behavior of the second game element differs depending on the difference in this ability. The character information changes as the game progresses, etc. The character information may include multiple parameters. For example, in this embodiment, the character information includes level, card comprehension, synchronization level, and personality parameters.
[0029] The level represents the basic level of the second game element, and increases with experience points gained through battle results. As the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriately the first game element can be used depending on the game situation.
[0030] The card understanding level is a parameter that changes depending on the usage status and frequency of the type of first game element in a match, and indicates the level of understanding of the first game element. The higher the understanding level, the more likely it is that the first game element (card) can be used at the appropriate time.
[0031] The synchronization level increases as the game progresses. The synchronization level also increases by achieving certain events in the game. These events include logging into the game, acting together with other players in the game, purchasing cards, and obtaining specific cards. The higher the synchronization level, the more intimate the actions. The synchronization level can also be considered a parameter that indicates the relationship between the player and the second game element.
[0032] The personality is an attribute related to the character of the second game element. One of multiple attributes (colors) is set for the personality. The personality changes depending on the frequency of use of the attribute (color) of the first game element used in the match.
[0033] The autonomous or spontaneous (active) behavior of the second game element is performed based on information provided by an AI function provided in the game server 2. This AI function is an AI function obtained by machine learning using the game progress and results of many competitive games as training data. Typical machine learning methods include, but are not limited to, deep learning, reinforcement learning, or a combination thereof.
[0034] Furthermore, the autonomous or spontaneous (active) behavior of the second game element not only depends on the performance of the AI function of the game server 2, but also on the character information of the second game element. For example, depending on the character information of the second game element, it may not be possible to fully utilize the capabilities of the AI function of the game server 2, and only a portion of the capabilities of the AI function may be utilized. In other words, as the character information of the second game element increases, the capabilities of the AI function of the game server 2 are gradually unlocked. For example, an algorithm for finding an optimal solution may be used, and the search time for the solution may be increased as the character information of the second game element increases, allowing a more optimal solution to be found. Alternatively, multiple algorithms with different degrees of accuracy may be prepared, and the more the character information of the second game element increases, the more accurate the algorithm may be used. In the following description, the above-mentioned second game element will be referred to as a "buddy."
[0035] [Game Overview] Next, to facilitate understanding of the embodiment, an outline of the game will be explained using the display screen of the display 11 of the player terminal 1.
[0036] In the game of this embodiment, players A and B use virtual game cards (first game elements embodied by characters, hereinafter simply referred to as "cards"), which are game objects, in the game. Multiple types of cards are prepared, and each is distinguished by a combination of the character's associated abilities, attributes, cost, rarity, etc. Character abilities are determined by ability parameter values such as level, attack power, and HP, which are used in battles against opponents such as computer-controlled enemy characters or other players.
[0037] When registering an account, players are given the minimum number of cards required for battles. Cards can also be acquired during the game, by purchasing paid items, or through a lottery known as gacha. Cards can also be acquired by acquiring physical game cards (hereinafter referred to as "real cards") and completing the registration procedures to make the acquired real cards usable in the game. Specifically, when players A and B complete the registration procedures for real cards, they can acquire cards of the card type associated with the real cards.
[0038] Then, Player A creates a deck using a predetermined number of cards (for example, 40 cards) from the cards he owns, and competes in a battle using the deck. In a battle using the deck, the outcome of the battle is determined using the character's ability parameter values, attributes, cost, rarity, etc., set on the cards that make up the deck (deck cards).
[0039] When starting the game, players A and B register their accounts. During this account registration, players select their preferred buddies from multiple types of second game elements (hereinafter referred to as buddies) presented by player terminal 1, thereby setting the buddies that will form a group with players A and B. The characteristics of the selected buddies may affect subsequent game play styles. Players A and B then organize decks using a predetermined number of cards (for example, 40 cards) from their possession. Deck organization can be performed by touching the card menu on the home screen or the like, and then selecting the deck organization menu that is presented as one of the options. Battles can be started by selecting the battle menu from the home screen that appears after logging in.
[0040] 3 is a diagram showing an example of a battle screen of a competitive game displayed on the display 11 of the player terminal 1. The battle screen displayed on the display 11 comprises a first player area 40, which is the area of the player himself / herself, and a second player area 41, which is the area of the opposing player. In addition, operation information 42, which displays information on operations that can currently be performed, is displayed on the boundary between the first player area 40 and the second player area 41.
[0041] Each of the first player area 40 and the second player area 41 includes a hand area 43, a field area 44, a base area 45, and a life area 46. The hand area 43 contains cards (hand) acquired from the player's own deck. The field area 44 contains cards selected by the player from the hand area 43 or the base area 45. By paying a predetermined cost, cards from the hand area 43 can be placed in the field area 44. Cards placed in the field area 44 can activate their actions or effects. The base area 45 contains cards and mana items that are consumed as a cost for placing cards in the field area 44. The life area 46 includes a player life area 47, which is the area for the player who has life (HP), and a force life area 48, which is the area for the first object (force) who also has life. The player life area 47 displays the second object corresponding to the player and the player's life value. The first object and the life value of the first object are displayed in the force life area 48. The first object exerts a specific effect in the game.
[0042] The battle alternates between player A's turn and the opponent player B's turn. Each turn consists of multiple phases, such as a standby phase, a mana phase (a phase for preparing to use cards), and a main phase (a battle phase).
[0043] The standby phase is made up of steps such as placing one card drawn from the deck in the hand area 43. In the mana phase, the player can place cards or mana items in his / her base area 45.
[0044] In the main phase, the player can summon characters, attack the opponent, activate card effects, move cards, etc. Summoning a character means placing a card in the field area 44, subject to the consumption of costs.
[0045] An attack on an opponent (attack) consists of multiple steps, such as an attack designation step, a flash timing step, a block designation step, and a battle resolution step. The attack designation step is a step in which the player selects the target of attack from the opponent player or a force. The flash timing step is a step in which the player and the opponent player can use specific cards with special effects. The block designation step is a step in which the opponent player can choose whether or not to block an attack from the player using cards placed in the field area 44 of the second player area 41. The battle resolution step is a step in which the result of the attack is determined, and based on the determination result, a resolution process is performed, such as eliminating the attacking card or the blocking card, or reducing the life of the opponent player or force.
[0046] Activation of a card effect is achieved by consuming a cost to activate the effect of a specific card (for example, a magic card) with a special effect that is placed in the hand area 43. Furthermore, movement of a card is achieved by moving a card between the field area 44 and the base area 45. Note that a player may end the battle phase without summoning a character, attacking the opponent, activating a card effect, moving a card, or the like.
[0047] Player A's team and opponent Player B's team alternate through turns consisting of this series of phases, and the winner is decided when either player's life reaches 0 or their deck reaches 0 cards. Depending on the outcome of the game, the player's rank, buddy experience points, buddy character information, etc. will change. Information that changes depending on the outcome of the game (buddy experience points, buddy character information, elements, player's rank, etc.) is called variable ability information.
[0048] [Function Configuration] FIG. 4 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.
[0049] As shown in FIG. 4, the player terminal 1 includes an operation input unit 50, a storage unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, and a communication unit 55.
[0050] The operation input unit 50 allows the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 52. The functions of the operation input unit 50 can be realized by elements that are directly operated by the player's fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, this corresponds to the touch operation panel 12.
[0051] The storage unit 51 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and implementing various functions of the player terminal 1, as well as data used during execution of these programs. The storage unit 51 can be realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, etc.
[0052] The storage unit 51 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game calculation unit 61. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration.
[0053] Furthermore, card setting data, user information data, and recommended deck data are stored in the storage unit 51. In addition, model data and texture data for displaying images of game elements, motion data, effect data, background images for the game screen, sound data such as sound effects, and the like are distributed as data necessary for the game as appropriate and stored in the storage unit 51.
[0054] Card setting data is information about the character abilities and card attributes of cards owned by a player, and is prepared for each card. FIG. 5 is a diagram showing an example of card setting data for cards owned by a player. FIG. 5 shows card setting data for one card identified by card identification information "001." Card setting data includes card identification information, character name, card image, race, abilities, attack power, hit points, rarity, cost information, attributes (color), etc. Note that FIG. 5 shows an example of card setting data, and is not limited to this. Card setting data increases or decreases as the number of cards owned by a player increases or decreases.
[0055] User information data is various data related to a player that is used in the progression of a game. FIG. 6 is a diagram showing an example of user information data. In the example of FIG. 6, the user information data includes a player ID, rank, element (total winning points to date), buddy setting data, owned card information, deck setting data, battle record data (player and buddy performance in each match), balance information, etc. The buddy setting data is data related to a buddy selected by a player from among multiple types of buddies when registering an account, and includes data such as buddy identification information, character image, buddy name, buddy experience points, and character information (level, card understanding level, personality, synchronization level). The personality includes data on the color (attribute) currently associated with the buddy and the points (total value) for each color. The owned card information includes card identification information for cards owned by the player. The deck setting data is data related to each deck owned by the player, including card identification information for the cards that make up each deck. Note that the user information data is not limited to the example of FIG. 6 and may have other data configurations.
[0056] Recommended deck data is data used in organizing recommended decks. Figure 7 is a diagram showing an example of recommended deck data. In the example of Figure 7, the recommended deck data includes, for each recommended deck, recommended deck identification information, the deck name, card identification information of the cards that make up the deck, etc.
[0057] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on the programs and data stored in the memory unit 51, the operation input signals from the operation input unit 50, etc. The functions of the processing unit 52 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as its main functional units.
[0058] The game calculation unit 61 executes various game processes to realize the game of this embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a card providing unit 70, a card management unit 71, a deck setting unit 72, a recommended deck setting unit 73, a buddy setting unit 74, a card operation control unit 75, and a game management unit 76.
[0059] The card providing unit 70 performs processing related to the provision of cards. Cards are provided to players when certain conditions are met. The certain conditions include payment of a price (money, in-game currency, points acquired by a player by participating in a lottery event held online, etc.), exchange for a reward obtained for a player's actions in or outside the game, and registration of a user account. The card providing unit 70 transmits a card provision request to the game server 2, and when the card provision conditions are met, receives card data transmitted from the game server 2 via the communication unit 55 from the game server 2, and adds the card data to the card setting data in the memory unit 51.
[0060] The card management unit 71 manages the cards held by the player.
[0061] The deck setting unit 72 performs the setting process for a normal deck. The organization of a normal deck can be performed, for example, by touching a card menu on the home screen and then using the deck organization menu that is presented as one of the menus. FIG. 8 is an example of the deck organization menu screen. The deck organization menu screen in FIG. 8 includes a normal deck button B1 for organizing a normal deck, a recommended deck area R1 that presents multiple recommended decks for selection, and an advice button B3 for requesting the presentation of a recommended deck (second recommended deck) that is more suitable for the player.
[0062] On the deck organization menu screen, the recommended decks are presented as being more recommended than the normal deck buttons. For example, the recommended deck area R1 and the advice button B3 are displayed higher on the screen than the normal deck button B1. Also, for example, the recommended deck area R1 is displayed larger on the screen than the normal deck button B1.
[0063] When the normal deck button B1 is pressed, the deck setting unit 72 displays a deck organization screen and performs processing to organize a normal deck in accordance with the player's operations. FIG. 9 is an example of the deck organization screen. The deck organization screen of FIG. 9 includes a holding card area 31 that displays cards owned by the player and a deck area 32 that displays cards that constitute the deck. The player selects a card displayed in the holding card area 31 and slides it into the deck area 32 to include the selected card in the deck. Furthermore, the player slides a card in the deck area 32 out of the deck area 32 to remove the selected card from the deck. When the deck save button on the deck organization screen is pressed, the deck setting unit 72 generates deck configuration data including card identification information for all cards placed in the deck area 32 and stores the data in the memory unit 51. In this manner, a normal deck is created.
[0064] The recommended deck setting unit 73 performs a process for setting a recommended deck. The recommended deck area R1 of the deck organization menu screen (see FIG. 8) includes recommended deck buttons B2 corresponding to each of a plurality of recommended decks. Each recommended deck button B2 displays the deck name, etc., of the corresponding recommended deck. When one of the recommended deck buttons B2 in the recommended deck area R1 is pressed, the recommended deck setting unit 73 performs a process for organizing a recommended deck in accordance with the player's operation. In this process, the recommended deck setting unit 73 transitions the screen display to the deck organization screen (FIG. 9). The recommended deck setting unit 73 obtains recommended deck data for the recommended deck corresponding to the pressed recommended deck button B2 from the memory unit 51, and obtains card identification information for cards included in the recommended deck. Then, it obtains card images, etc. corresponding to the obtained card identification information from the card setting data in the memory unit 51, and displays them in the deck area 32 of the deck organization screen. At this time, the recommended deck setting unit 73 compares the card identification information included in the recommended deck with the card identification information of the owned card information in the user information data in the storage unit 51 (card identification information of cards owned by the player), and displays, in the deck area 32, cards owned by the player and cards not owned by the player (unowned cards) in different representations. For example, as shown in FIG. 10 , images of cards owned by the player may be displayed in color, and images of unowned cards may be displayed in gray. A mark indicating an unowned card may also be displayed on the corresponding card image. Unowned cards displayed in the deck area 32 can be removed from the deck by sliding the card out of the deck area 32. Removing unowned cards results in a shortage of cards constituting the deck. However, cards can be added to the deck area 32 by sliding cards from the owned card area 31 into the deck area 32, just as in the case of organizing a normal deck. Then, when the save deck button on the deck organization screen is pressed, the recommended deck setting unit 73 generates deck setting data including card identification information of all cards placed in the deck area 32 and stores the data in the storage unit 51. In this way, a recommended deck (first recommended deck) is created.
[0065] Furthermore, when the advice button B3 is pressed, the display screen transitions to a second recommended deck presentation screen. An example of the second recommended deck presentation screen is shown in FIG. 11. The second recommended deck presentation screen is a screen that presents a second recommended deck that is more suitable for the player, allowing the player to select it. In this embodiment, the second recommended deck presentation screen presents recommended decks (second recommended decks) selected from the recommended decks (first recommended decks) presented in the recommended deck area R1 of the deck compilation menu screen (FIG. 8). The second recommended deck presentation screen displays recommended deck buttons B2 corresponding to each of the second recommended decks. Each recommended deck button B2 displays the deck name, etc., of the corresponding recommended deck. Since the second recommended deck is presented on a screen different from the screen presenting the first recommended deck, the second recommended deck and the first recommended deck are presented in a distinguishable manner. Note that the process of selecting a second recommended deck suitable for the player from the first recommended decks is executed on the game server 2 side. This selection process will be described later.
[0066] When one of the recommended deck buttons B4 on the second recommended deck presentation screen is pressed, the recommended deck setting unit 73 transitions the screen display to the deck organization screen (FIG. 9). The recommended deck setting unit 73 obtains recommended deck data for the recommended deck corresponding to the pressed recommended deck button B4 from the storage unit 51 and obtains card identification information for cards included in the recommended deck. Then, it obtains card images, etc. corresponding to the obtained card identification information from the card setting data in the storage unit 51 and displays them in the deck area 32 of the deck organization screen. At this time, the recommended deck setting unit 73 compares the card identification information included in the recommended deck with the card identification information of the owned card information in the user information data in the storage unit 51 (card identification information of cards owned by the player), and displays, among the cards in the recommended deck, cards owned by the player and cards not owned by the player (unowned cards) in the deck area 32 in different representations (for example, color and gray). Furthermore, if the result of the comparison indicates that there are cards in the recommended deck that are not yet owned, the recommended deck setting unit 73 displays on the screen, for example, as shown in Fig. 12, a message indicating that there are cards that are not yet owned, a proposal request button B5 for the player to request a proposal for a card (substitute card) to replace the card that is not yet owned, and a button B6 for the player to organize a deck. Also, as shown in Fig. 12, the message indicating that there are cards that are not yet owned may be displayed together with an image of the buddy as a comment from the buddy. The message may also be output using the buddy's voice data.
[0067] When the proposal request button B5 is pressed, the recommended deck setting unit 73 transitions the screen display to a proposal screen on which a substitute card is presented. An example of the proposal screen is shown in FIG. 13. On the proposal screen, cards not yet held and their corresponding substitute cards are presented. As shown in FIG. 13, an image and message of the buddy may be output (visual and / or audio output) to indicate that the proposed substitute card is from the buddy. The proposal screen also includes an adopt button B7, which is pressed when the player accepts the proposed substitute card. When the adopt button B7 is pressed, the recommended deck setting unit 73 generates deck setting data for the recommended deck, including the card identification information of the substitute card instead of the card identification information of the not-held card, and stores the data in the storage unit 51. In this manner, a recommended deck is created. The proposal screen also includes a button B8 that allows the player to organize their own deck. When the proposal is not accepted and the button B8 is pressed, the recommended deck setting unit 73 displays a deck organization screen and performs a process of organizing a deck in accordance with the player's operations.
[0068] The buddy setting unit 74 performs various setting processes relating to buddies, such as setting a buddy selected by the player from among a plurality of types of buddies.
[0069] The card operation control unit 75 determines the selection of cards and card actions based on player operations in the battle, and performs image display and action selection information generation processing according to the determined card selection and card action. The card operation control unit 75 also transmits the generated action selection information to the game server 2 via the communication unit 55.
[0070] The game management unit 76 manages the progress of the entire game. For example, the game management unit 76 displays a menu screen and the like, and executes processing selected by the player. Furthermore, when the outcome of the game is determined, the game management unit 76 receives the match results and various information (changed ability information) that has changed as a result of the match from the game server 2, and stores (updates) it in the storage unit 51. The changed ability information includes rank, element, buddy experience value, level, card understanding, personality, synchro level, etc. The game management unit 76 may display the various updated information. For example, at least some of the player's rank, buddy experience value, buddy level, card understanding, personality, and synchro level may be displayed on the screen.
[0071] The image generation unit 62 generates one game screen per frame time (for example, 1 / 60 seconds) based on the processing results of the game calculation unit 61, and outputs an image signal of the generated game screen to the image display unit 53. The functions of the image generation unit 62 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, etc.
[0072] The sound generation unit 63 generates sound signals such as sound effects and background music related to the game, audio information for operation assistance information, and various operation sounds based on the processing results of the game calculation unit 61, and outputs them to the sound output unit 54. The function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, or an audio codec capable of playing audio files.
[0073] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2 .
[0074] The image display unit 53 displays various game screens based on the image signals input from the image generation unit 62. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 2, the image display unit 53 corresponds to the display 11.
[0075] The sound output unit 54 outputs sounds such as voices and sound effects related to the game based on the sound signals input from the sound generation unit 63. In FIG.
[0076] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.
[0077] Next, a description will be given of the configuration of the game server 2. Fig. 14 is a block diagram showing an example of the functional configuration of the game server 2.
[0078] The game server 2 includes a storage unit 91, a processing unit 92, and a communication unit 93.
[0079] A system program and a game program are stored in the memory unit 91. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 92 to function as a player management unit 101, a game management unit 102, an AI processing unit 103, a recommended deck processing unit 104, an information update unit 105, and a card provision management unit 106.
[0080] Furthermore, the recording unit 91 stores card data, recommended deck data, user information data, and battle data.
[0081] The card data is the card data for all cards used in the game. Basically, data similar to the card setting data in Figure 5 described above is stored for all cards used in the game.
[0082] The recommended deck data has the same data structure as the recommended deck data (see FIG. 7) managed by the player terminal 1. The recommended deck data is data indicating the structure of a recommended deck (card identification information) acquired by the game server 2 based on, for example, card parameters and information about the competitive games played by multiple players (such as the win rate, usage rate, popularity, and ease of use of the deck or card). The game server 2 transmits the recommended deck data to the player terminal 1 at predetermined times (such as when the game program is updated, at predetermined time intervals, or upon login).
[0083] The user information data is basic data of the players participating in the game, and the user information data for each player is stored. The user information data stored in the storage unit 91 has the same data structure as the user information data managed by the player terminal 1 (see FIG. 6).
[0084] Battle data is data related to the content and results of each player's battle and is stored for each player. A player's battles include battles between that player and their buddy. FIG. 15 is a diagram illustrating an example of battle data. In the example of FIG. 15, the battle data is associated with the player's user identification information and includes information such as a battle ID, battle result (win or loss), battle date and time, opponent (player or buddy), deck information (card identification information of the deck used in the battle), and battle details. The battle details are information related to the details of the battle, including, for example, card identification information of all cards included in the deck used by the player or buddy in the battle, card identification information of cards used in each turn, and the results of the battle for each turn. Here, cards used in each turn include, for example, cards summoned to the field by the player in each turn by paying the cost set for each card. Note that the content of the battle details is not limited to this and may include various information related to the battle.
[0085] The processing unit 92 includes a player management unit 101, a game management unit 102, an AI processing unit 103, a recommended deck processing unit 104, an information update unit 105, and a card provision management unit 106.
[0086] The player management unit 101 uses user information data to manage the account, game progress, etc. for each connected player terminal 1.
[0087] The game management unit 102 receives card setting information and action selection information indicating the card placement status from each player terminal 1, performs battle processing using the card setting information, action selection information, and card data, and outputs the processing results. In addition, when one of the players' life or deck reaches 0 and the battle ends, the game management unit 102 generates battle data and stores it in the storage unit 51 in association with the user identification information of that player.
[0088] The AI processing unit 103 has a learning model obtained by machine learning training data such as the game progress details and results of many competitive games. Deep learning is a typical machine learning method, but is not limited to this. The AI processing unit 103 inputs card setting information transmitted from the player terminal 1, character information of the buddy of the player of the player terminal 1, etc., and outputs card operation information of the buddy in the situation of the card setting information. The output content of the learning model differs depending on the buddy's character information. The higher the buddy's character information (ability), the more processing is executed to obtain a more optimal solution (for example, the search time for the optimal solution is lengthened, or a learning model that obtains a more optimal solution is used, etc.).
[0089] In response to a predetermined request from the player terminal 1, the recommended deck processing unit 104 performs a second recommended deck selection process that uses information about the player to select a second recommended deck from the first recommended deck. In the second recommended deck selection process, for example, a deck from the first recommended deck that includes a predetermined number of cards owned by the player may be selected as the second recommended deck. In this case, card identification information included in the recommended deck data is compared with card identification information included in the card ownership information of the player's user setting data for each recommended deck data, and a recommended deck that matches a predetermined number or more is selected. In addition, in the selection process, for example, a deck from the first recommended deck that is similar to the deck used by the player in a match may be selected. In this case, card identification information included in the recommended deck data is compared with card identification information included in the used deck information of the player's match data for each recommended deck, and a recommended deck that matches a predetermined number or more is selected. The information about the player used in the selection process includes, for example, the player's card ownership status and the player's card usage tendency in matches. The player's card possession status can be acquired from, for example, possessed card information in user information data, etc. The player's card usage tendency in a match can be acquired from, for example, used deck information, match detailed information, etc. in match data.
[0090] Furthermore, in response to a request from the player terminal 1, the recommended deck processing unit 104 selects a replacement card for a card not owned in the second recommended deck selected by the player from cards owned by the player. In this selection process, cards that have a high similarity to cards not owned in the second recommended deck are selected from the cards owned by the player (owned card information in the user information data). For example, a correlation value between parameters of card setting data for cards not owned and each card owned by the player may be calculated, and the owned card with the largest correlation value may be selected as a card that has a high similarity to the not owned card.
[0091] The information update unit 105 uses the battle data stored in the memory unit 91 to update the variable ability information of the buddy in the player's user information data, such as experience points, level, card understanding, personality, synchronization level, element, rank, etc., and transmits the updated information to the player terminal 1.
[0092] In the element update process, the information update unit 105 adds or subtracts a predetermined value to the element depending on the win / loss result in the battle data. In the rank update process, since the rank is determined in conjunction with the element, the rank is increased, decreased, or maintained depending on the changed element. In the buddy experience point update process, the information update unit 105 adds a predetermined value depending on the win / loss result in the battle data. In the level update process, since the level is determined in conjunction with the buddy experience value, the level is increased, decreased, or maintained depending on the changed buddy experience value. In the personality update process, the information update unit 105 updates the card depending on the frequency of use of each attribute of the cards used in the battle. In addition, the information update unit 105 increases the card understanding level by a predetermined rate based on the frequency of use of each card used in the battle, etc. In addition, the synchronization level is increased by a predetermined rate upon a predetermined event (e.g., the end of the battle), regardless of the win / loss result or information on the cards used.
[0093] In response to a card provision request from the player terminal 1, the card provision management unit 106 reads card information from the storage unit 91 and transmits it to the player terminal 1. When a card purchase request is received from the player terminal 1, after payment of the price is confirmed, the card provision management unit 106 reads data corresponding to the data corresponding to the card setting data from the storage unit 91 and transmits it to the player terminal 1. The card provision management unit 106 also supplies card information acquired by the player to the player management unit 101. The price may be paid, for example, by deducting the price from the balance (balance of in-game currency or points) in the user information data stored in the storage unit 91, or by another payment method.
[0094] The communication unit 93 connects to a communication line N to realize communication.
[0095] [Operation of each device] 16 and 17 are sequence diagrams of the entire system including the player terminal 1 and the game server 2. The operation of each device will now be described.
[0096] First, after logging in to the player terminal 1, for example, the player selects "Card Menu" from the menu screen. In response, the deck setting unit 72 of the player terminal 1 acquires data such as the deck name of each recommended deck from the recommended deck data stored in the storage unit 51 (Step 11), and displays a deck organization menu screen using the deck names of the recommended decks (Step 12). The deck organization menu screen (see FIG. 9) includes a normal deck button B1, a recommended deck area R1 that presents multiple recommended decks (first recommended decks) for selection, and an advice button B3.
[0097] When the player presses the advice button B3 (Step 13: Advice Button), the recommended deck setting unit 73 sends a second recommended deck request together with the player's user identification information to the game server 2 (Step 14).
[0098] In response to the request from the player terminal 1, the recommended deck processing unit 104 of the game server 2 performs a second recommended deck selection process to select a second recommended deck (Step 15).
[0099] The second recommended deck selection process performed by the game server 2 will be described with reference to FIG. The recommended deck processing unit 104 acquires owned card information of the user information data corresponding to the received user identification information from the user information data in the storage unit 91 (Step 151).
[0100] The recommended deck processing unit 104 acquires the card identification information contained in the recommended deck data of the i-th (i=1,...,M) first recommended deck from the recommended deck data corresponding to a total of M first recommended decks stored in the memory unit 91 (Step 152).
[0101] The recommended deck processing unit 104 compares the card identification information of the i-th first recommended deck obtained in Step 152 with the card identification information included in the owned card information obtained in Step 151, counts the number of matching cards, and stores the count value in the work area (Step 153).
[0102] The recommended deck processing unit 104 determines whether processing has been completed for all first recommended decks (Step 154). If not (Step 154: No), it adds 1 to i (Step 155) and returns to Step 152. If processing has been completed for all first recommended decks (Step 154: Yes), it references the count values in the work area and selects the first recommended deck with a predetermined number of matching cards or more as the second recommended deck (Step 156). The recommended deck processing unit 104 transmits deck identification information for the selected second recommended deck to the requesting player terminal 2 (Step 157).
[0103] Returning to the sequence diagram of Figure 16, the explanation will continue. The recommended deck setting unit 73 of the player terminal 1 acquires data such as the deck name from the recommended deck data in the storage unit 51 that corresponds to the deck identification information received from the game server 2 (Step 16), and displays a second recommended deck presentation screen using the acquired deck name (Step 17). In the example of Figure 11, recommended deck 3, recommended deck 5, and recommended deck 8 are presented as the selected second recommended decks.
[0104] When the recommended deck setting unit 73 detects the player's deck selection operation (pressing the recommended deck button B4) from the second recommended deck presented on the second recommended deck presentation screen (Step 18), it acquires card identification information included in the recommended deck data of the selected second recommended deck from the storage unit 51 (Step 19). The recommended deck setting unit 73 compares each card identification information included in the recommended deck data with the card identification information of the owned card information in the user information data stored in the storage unit 51 (Step 20) and displays a deck organization screen using the comparison result (Step 21). At this time, the recommended deck setting unit 73 displays card images, etc. corresponding to the card identification information acquired in Step 19 in the deck area 32 of the deck organization screen, but the representation of cards whose card identification information matches the comparison in Step 20 (cards owned by the player) is different from the representation of cards whose card identification information does not match the comparison in Step 20 (cards not owned by the player). In the example of FIG. 10, cards owned by the player are displayed in color, and cards not owned by the player are displayed in gray.
[0105] Furthermore, if, as a result of the comparison in Step 20, there is a card (unowned card) among the card identification information of the recommended deck data that does not match the card identification information of the card ownership data (Step 22: Yes), the recommended deck setting unit 73 displays on the screen, for example, as shown in FIG. 12, a message indicating that there is an unowned card, a proposal request button B5 for requesting a proposal for a replacement card to replace the unowned card, and an organization button B6 for the player to organize their own deck (Step 23).
[0106] When the player presses the proposal request button B5 (Step 24: Yes), the recommended deck setting unit 73 sends a substitute card request to the game server 2 along with the player's user identification information and the deck identification information of the second recommended deck selected by the player (Step 25).
[0107] In response to the request from the player terminal 1, the recommended deck processing unit 104 of the game server 2 performs a replacement card selection process to select a replacement card for a card not yet held in the second recommended deck (Step 26).
[0108] The substitute card selection process performed by the game server 2 will be described with reference to FIG. The recommended deck processing unit 104 acquires owned card information of the user information data corresponding to the received user identification information from the user information data in the storage unit 91 (Step 261), and also acquires card identification information corresponding to the received deck identification information from the recommended deck data in the storage unit 91 (Step 262). Then, it compares each card identification information of the recommended deck data acquired in Step 262 with the card identification information of the owned card information acquired in Step 261, and acquires card identification information of non-owned cards that do not match the comparison from the card identification information acquired in Step 262 (Step 263).
[0109] Of the card identification information of the unowned cards (total number L) obtained in Step 263, card setting data corresponding to the card identification information of the kth (k=1,...,L) unowned card is obtained from memory unit 91 (Step 264), and also, of the owned cards (total number N) indicated by the owned card information obtained in Step 261, card setting data corresponding to the card identification information of the jth (j=1,...,N) owned card is obtained from memory unit 91 (Step 265), and using the card setting data obtained in Step 264 and Step 265, the similarity between the kth unowned card and the jth owned card is calculated and stored in the work area (Step 266).
[0110] In calculating the similarity, for example, a correlation value may be calculated using the value of each parameter in the card setting data of the unowned card and the value of each parameter in the card setting data of the owned card, and the correlation value may be used as the similarity. For example, the Euclidean distance d between the card setting data (parameter 1, parameter 2, ...) of the unowned card and the card setting data (parameter 1, parameter 2, ...) of the owned card may be calculated, and the card with the closest (smallest) distance d may be used as the card with the highest similarity. For example, the reciprocal of the distance d may be used as the similarity, and the card with the highest similarity may be selected.
[0111] The recommended deck processing unit 104 determines whether processing has been completed for all owned cards in the owned card information (Step 267), and if not (Step 267: No), adds 1 to j (Step 268), and returns to processing in Step 265. If processing has been completed for all owned cards (Step 267: Yes), the recommended deck processing unit 104 refers to the similarity in the work area, selects the owned card with the greatest similarity, determines its card identification information as the card identification information of the replacement card for the k-th unowned card, and stores it in the work area (Step 268).
[0112] The recommended deck processing unit 104 determines whether processing has been completed for all unowned cards acquired in Step 263 (Step 269), and if not (Step 269: No), adds 1 to k (Step 270), and returns to processing in Step 264. If processing has been completed for all unowned cards (Step 269: Yes), the recommended deck processing unit 104 generates a set of card identification information and card identification information of a replacement card for each of all unowned cards, and transmits the set to the player terminal 1 (Step 271).
[0113] Returning to the sequence diagram of Fig. 17, the explanation will continue. The recommended deck setting unit 73 of the player terminal 1 uses the received card identification information of the unowned card and the card identification information of the corresponding substitute card to obtain data such as an image of each card from the card setting data in the storage unit 51, and generates and displays a proposal screen in a format that proposes a substitute card for the unowned card, as shown in Fig. 13, for example (Step 27).
[0114] When the player presses the adopt button B7 arranged on the proposal screen (Step 28: adopt button), the recommended deck setting unit 73 generates deck setting data for the second recommended deck selected in Step 18, including the card identification information of the substitute card displayed on the proposal screen instead of the card identification information of the card not yet owned, and stores this data in the storage unit 51 (Step 29). In this way, the second recommended deck is created.
[0115] Furthermore, if, as a result of the comparison in Step 20, all card identification information contained in the recommended deck data matches the card identification information in the card ownership data (if there are no unowned cards) (Step 22: Yes), the recommended deck setting unit 73 generates deck setting data including the card identification information of the recommended deck data and stores it in the memory unit 51 (Step 30).
[0116] Also, in Step 24, if the organization button B6 is pressed (Step 24: Organization button), the recommended deck setting unit 73 displays a screen similar to the deck organization screen displayed in Step 21, and performs deck organization processing to organize a second recommended deck according to the player's operations (Step 31).
[0117] The deck compilation process performed by the recommended deck setting unit 73 will be described with reference to FIG. The recommended deck setting unit 73 displays a screen similar to the deck organization screen displayed in Step 21 (Step 301). When the recommended deck setting unit 73 detects a slide operation on a card placed in the owned card area 31 or the deck area 32 on the deck organization screen (Step 302: slide operation), the recommended deck setting unit 73 performs a process to add or remove the operated card from the deck (Step 303). Furthermore, when the save button is pressed on the deck organization screen (Step 302: save button), the recommended deck setting unit 73 generates deck setting data including card identification information for all cards placed in the deck area 32 and stores it in the memory unit 51 (Step 303). This creates a second recommended deck.
[0118] Furthermore, in Step 13, when the recommended deck button B2 is pressed (Step 13: recommended deck button), the recommended deck setting unit 73 performs a first recommended deck organizing process to organize the selected first recommended deck (Step 32).
[0119] The first recommended deck organizing process by the recommended deck setting unit 73 will be described with reference to FIG. The recommended deck setting unit 73 acquires card identification information included in the recommended deck data of the selected first recommended deck from the storage unit 51 (Step 311). The recommended deck setting unit 73 compares each card identification information included in the recommended deck data with the card identification information of the owned card information in the user information data in the storage unit 51 (Step 312), and displays a deck organization screen using the comparison result (Step 313). At this time, the recommended deck setting unit 73 displays card images etc. corresponding to the card identification information acquired in Step 311 in the deck area 32 of the deck organization screen, but the representation of cards whose card identification information matches in the comparison in Step 312 (cards owned by the player) is different from the representation of cards whose card identification information does not match in the comparison in Step 312 (cards not owned by the player) (see FIG. 10). When the recommended deck setting unit 73 detects a slide operation on a card placed in the owned card area 31 or the deck area 32 on the deck organization screen (Step 314: slide operation), it performs a process to add or remove the operated card from the deck (Step 315). Also, when the save button is pressed on the deck organization screen (Step 314: save button), the recommended deck setting unit 73 generates deck setting data including card identification information of all cards placed in the deck area 32 and stores it in the memory unit 51 (Step 316). In this way, the first recommended deck is created.
[0120] Furthermore, in Step 13, when the normal deck button B1 is pressed (Step 13: normal deck button), the deck setting unit 72 performs a normal deck organization process to organize a normal deck (Step 32).
[0121] The normal deck organization process by the deck setting unit 72 will be described with reference to FIG. The deck setting unit 72 displays a deck organization screen such as that shown in FIG. 10 (Step 321). Then, when a slide operation is detected on a card placed in the held card area 31 or the deck area 32 on the deck organization screen (Step 322: slide operation), the deck setting unit 72 performs a process to add or remove the operated card from the deck (Step 323). Furthermore, when the save button is pressed on the deck organization screen (Step 322: save button), the deck setting unit 72 generates deck setting data including card identification information for all cards placed in the deck area 32 and stores the data in the storage unit 51 (Step 324). In this manner, a normal deck is created.
[0122] As described above, according to this embodiment, recommended decks recommended for use in a battle game are presented, and the recommended deck selected by the player is set using the first game elements (cards) owned by the player. With this configuration, the player can create a recommended deck recommended for use in a battle using cards owned by the player, thereby increasing the interest of the game. In addition, a recommended deck (second recommended deck) using information about the player is presented to the player. With this configuration, the player can create a recommended deck that matches the cards owned by the player, the content of the battle, etc.
[0123] <Modifications of the embodiment> In the above embodiment, the second recommended deck is selected from the first recommended deck, but this is not limiting. The second recommended deck may be obtained using information about the player, independently of the first recommended deck, and presented to the player terminal 1.
[0124] In this variation, the recommended deck processing unit 104 of the game server 2 determines the deck composition for each of the first recommended deck and the second recommended deck, generates recommended deck data, and transmits it to the player terminal 1. As with the above embodiment, the deck composition for the first recommended deck is determined based on, for example, card parameters and information about the competitive games played by multiple players (such as the deck's or cards' win rate, usage rate, popularity, and ease of use). As a result, the first recommended deck becomes a deck with a composition recommended for average players. The deck composition for the second recommended deck is determined based on information about the player who requested the second recommended deck (such as the player's card holdings and the player's card usage tendencies in competitive games). For example, a deck that matches the player's card usage tendencies (including many cards frequently used by the player) may be selected from multiple decks prepared in advance and used as the second recommended deck. Alternatively, cards held by the player may be identified from cards recommended for competitive games prepared in advance, and the deck composition may be determined so that many of these cards are included. As a result, the second recommended deck becomes a recommended deck with configuration content suited to the player who requested the second recommended deck.
[0125] In this modified example, the process of acquiring the second recommended deck described above is executed instead of the second recommended deck selection process in Step 15 in the sequence diagram of Figure 16. In this case, the recommended deck processing unit 104 of the game server 2 transmits recommended deck data (deck name, deck identification information, and card identification information included in the deck) of the acquired second recommended deck to the requesting player terminal 1. The player terminal 1 stores the received recommended deck data in the storage unit 51, displays a screen presenting the second recommended deck (second recommended deck presentation screen), and accepts the player's selection.
[0126] When the player selects a desired deck from the screen presenting the second recommended deck (second recommended deck presentation screen, FIG. 11), the recommended deck setting unit 73 may display, for example, as shown in FIG. 23, a message indicating that there are cards not yet owned, as well as a button B9 for transitioning to a card providing screen (shop screen) where cards are provided. When button B9 is pressed, the card providing unit 70 displays a screen for providing cards and performs processing to provide cards to the player, subject to payment of a fee, etc. Furthermore, when cards are provided in multiple-card units (packs) on the card providing screen, packs of cards that may contain cards not yet owned may be presented as the cards to be provided.
[0127] The method of selecting a replacement card for a card not held by a player is not limited to the above embodiment. For example, a card that has a predetermined relationship with a card not held by a player may be selected. For example, multiple card groups each consisting of multiple different cards may be defined, and the group to which the card not held by the player belongs may be identified. A card held by the player may be found among the other cards in that group and selected as a replacement card. In this case, it is desirable that the multiple cards belonging to the same group have a mutual similarity of a predetermined value or more.
[0128] In the first battle game using a recommended deck, the player using the recommended deck may be controlled to win. In this case, the deck setting data of the user information data in the storage unit 51 further includes a recommended deck flag indicating whether the deck is a recommended deck, and, if it is a recommended deck, a first battle flag indicating whether the player using that deck has completed the first battle. For example, before the player starts a battle, the game management unit 76 of the player terminal 1 acquires the deck setting data used by the player and transmits it to the game server 2. The game management unit 102 of the game server 2 references the recommended deck flag and the first battle flag in the received deck setting data, and adjusts the level of the player's opponent (buddy) on the condition that the recommended deck flag indicates a recommended deck and the first battle flag indicates that the first battle is not yet completed. The level of the opponent (buddy) may be adjusted in any way that allows the player to win, and may be set to, for example, a predetermined level value (e.g., a low value such as 0 or 1), a level value calculated using the player's rank (e.g., a level value obtained by subtracting 10 from the level value of a buddy with the same rank as the player), etc. After the match is completed, the game management unit 76 of the player terminal 1 updates the first match flag in the deck setting data to indicate that the first match has been completed.
[0129] Furthermore, in the above embodiment, the process of comparing the recommended deck, cards, and cards owned by the player, and selecting and presenting replacement cards for cards not owned, is performed only for the second recommended deck. Because the second recommended deck is selected using, for example, information about cards owned by the player, it has fewer cards not owned compared to the first recommended deck. As a result, a more complete recommended deck can be created. As with the second recommended deck, the process of selecting and presenting replacement cards for cards not owned can also be performed for the first recommended deck, but in this case, it is not necessarily possible to create a more complete deck compared to the second recommended deck.
[0130] In the above embodiment, the player terminal 1 receives the card setting data of the card provided to the player when the card is provided, but this is not limited to this. The player terminal 1 may receive the card setting data of all cards to be used in the game (including cards not yet provided to the player) from the game server 2 in advance (such as when the game program is downloaded) and store it in the storage unit 51. In this case, the player terminal 1 may receive the card identification information of the card to be provided from the game server 2 when the card is provided, and read out and set the card setting data information corresponding to the received card identification information from the storage unit 51.
[0131] Furthermore, some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0132] [Appendix 1] a presentation means for presenting a recommended deck that is composed of a plurality of first game elements and is recommended for use in a competitive game; a receiving means for receiving a selection of the recommended deck by a player; a recommended deck setting means for setting a recommended deck selected by the player using a first game element possessed by the player; A terminal comprising:
[0133] [Appendix 2] A game management device that controls the progress of a competitive game, A memory in which an executable instruction is stored and a processor are included, the memory stores match identification information for identifying a match between players and match result information of the match in association with each other; The processor executes the execution instructions: a first acquisition process for acquiring information about a player; a second acquisition process for acquiring a recommended deck, which is composed of a plurality of first game elements and is recommended for use in a competitive game, using information about the player; an output means for outputting the recommended deck; Run Game management device.
[0134] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]
[0135] 1 player terminal 2 Game Server 11 Display 12 Touch panel 13 Speaker 31 Card Holdings Area 32 Deck Area 40 First Player Area 41 Second Player Area 42 Operation information 43 Hand area 44 Field Area 45 base area 46 Life Area 47 Player Life Area 48 Force Life Realm 50 Operation input section 51 Storage section 52 Processing section 53 Image display unit 54 Sound output section 55 Communications Department 61 Game Calculation Unit 62 Image generation unit 63 Sound generation section 64 Communication control unit 70 Card Provision Department 71 Card Management Department 72 Deck Settings 73 Recommended Deck Settings 74 Buddy Setting Section 75 Card operation control unit 76 Game Management Department 91 Memory section 92 Processing section 93 Communications Department 101 Player Management Department 102 Game Management Department 103 AI processing section 104 Recommended Deck Processing Unit 105 Information update department 106 Card Provision Management Department
Claims
1. On the computer, a request acceptance process for accepting a request from a player for presentation of a recommended deck for use in a competitive game; a presentation process for presenting a first recommended deck generated based on information on game elements of a plurality of players in a competitive game, and a second recommended deck generated based on information on game elements of a player who has requested the presentation of the recommended deck; a selection acceptance process for accepting a player's selection of the first recommended deck or the second recommended deck; a recommended deck setting process for setting a recommended deck selected by a player using game elements owned by the player; Execute the presentation process presents the second recommended deck after presenting the first recommended deck. program.
2. The first recommended deck is generated based on at least one of the parameters of the game elements, and the win rate, usage rate, popularity, and ease of use of the game elements among multiple players in a competitive game. The program according to claim 1.
3. The second recommended deck is generated based on at least one of the game element possession status of the player who requested the presentation of the recommended deck and the game element usage tendency of the player who requested the presentation of the recommended deck. The program according to claim 1 or 2.
4. the recommended deck setting process, when there is a game element that the player does not own among the game elements that constitute the recommended deck selected by the player, outputs a display that guides the player to a provision screen that can provide the game element that the player does not own; The program according to any one of claims 1 to 3.
5. On the computer, executing a control process so that in the first competitive game using the recommended deck, the player using the recommended deck wins; The program according to any one of claims 1 to 4.
6. A request receiving means for receiving a request from a player for presentation of a recommended deck recommended for use in a competitive game; a presentation means for presenting a first recommended deck generated based on information relating to game elements of a plurality of players in a competitive game, and a second recommended deck generated based on information relating to game elements of a player who has requested the presentation of the recommended deck; a receiving means for receiving a selection of the first recommended deck or the second recommended deck by a player; a recommended deck setting means for setting a recommended deck selected by a player using game elements owned by the player; Equipped with the presentation means presents the second recommended deck after presenting the first recommended deck; Game device.
7. A request receiving means for receiving a request from a player's terminal for presentation of a recommended deck recommended for use in a competitive game; a generation means for generating a first recommended deck based on information relating to game elements of a plurality of players in a competitive game, and a second recommended deck based on information relating to game elements of a player who has requested presentation of the recommended deck; a presentation means for presenting the second recommended deck after presenting the first recommended deck; a receiving means for receiving a selection of the first recommended deck or the second recommended deck by a player; a recommended deck setting means for setting a recommended deck selected by a player using game elements owned by the player; A game management device comprising:
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