Program and information processing system

The integration of AI-driven character profile generation and blockchain technology in games improves user interest by offering personalized and secure gameplay experiences.

JP7796798B2Active Publication Date: 2026-01-09COLOPL
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Patent Information

Application Number
JP2024077688
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-13
Publication Date
2026-01-09
Estimated Expiration
2043-12-26

AI Technical Summary

Technical Problem

There is a demand in services such as games to increase user interest.

Method used

A system utilizing AI to generate and regenerate character profiles based on user data and random data, integrated with a blockchain network for asset management, enabling interactive gameplay and asset ownership verification.

Benefits of technology

Enhances user engagement by providing dynamic and personalized gameplay experiences while ensuring secure asset management and ownership tracking.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of service.SOLUTION: A program causes a computer to function as generation means for automatically generating a profile regarding an object using AI on the basis of data of the object in a game. The generation means is capable of regenerating the profile on the basis of an instruction by the user. The generation means regenerates the profile using AI on the basis of the data of the object and the specific data that is randomly determined.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, in the field of games and the like, it has been known to generate characters such as avatars (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-524 Summary of the Invention [Problem to be solved by the invention]

[0004] Meanwhile, in services such as games, there is a demand for increasing interest.

[0005] The present invention aims to improve the interest of a service. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, It functions as a generator that automatically generates a profile for a character using AI based on the data of the character used by the user, The generating means is capable of regenerating the profile based on an instruction from the user; The generating means regenerates the profile by AI based on the character data and specific data that is randomly determined. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, it is possible to improve the interest of the service. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of a game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system. [Figure 3] FIG. 10 is a diagram showing an example of a screen related to mountain acquisition. [Figure 4] FIG. 10 is a diagram illustrating an example of a home screen. [Figure 5] FIG. 10 is a diagram illustrating an example of a screen displaying a list of mountains acquired by a user. [Figure 6] FIG. 10 is a diagram showing an example of a game screen when mining is performed. [Figure 7] FIG. 10 is a diagram showing an example of a screen related to character creation. [Figure 8] FIG. 10 is a diagram showing an example of a screen related to character creation. [Figure 9] FIG. 10 is a diagram showing an example of character data. [Figure 10] FIG. 10 is a diagram illustrating an example of random data. [Figure 11] FIG. 10 is a diagram showing an example of a screen displaying the results of profile generation. [Figure 12] FIG. 10 is a diagram illustrating the regeneration of a profile. [Figure 13] 10 is a flowchart illustrating an example of a process related to profile generation. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <Game system hardware configuration> 1, the game system 1 of this embodiment includes a plurality of terminal devices 10, a server 20, and a blockchain system (in other words, a blockchain network) 3. The blockchain system 3 also includes a plurality of node devices 30.

[0011] The terminal device 10, the server 20, and the blockchain system 3 (in other words, the node device 30) are connected to each other via a network 2. The network 2 may be configured, for example, by the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The program may also be a program that realizes the game through cooperation between the terminal device 10, the server 20, and the blockchain system 3. The game may, for example, be a game that is executed on a browser launched on the terminal device 10. The various data may also include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between devices such as the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls the transmission and reception of various data between the server 20 and the terminal device 10, etc. via the network. The communication IF 24 also controls the transmission and reception of various data between the server 20 and the blockchain system 3 (in other words, the node device 30) via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data via a network between the terminal device 10 and the server 20, etc. The communication IF 14 may also control transmission and reception of various data via a network between the terminal device 10 and the blockchain system 3 (in other words, the node device 30).

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad or a mouse. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 may include, for example, a touch screen, which is an electronic component that combines the input unit 17 and the display unit 18. In this case, the input unit 17 may have a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, a pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal.

[0027] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0028] In this embodiment, the description will be given assuming that the input unit 17 is a keyboard and a mouse. Note that in this embodiment, operations on various UIs such as buttons may be performed by, for example, placing a mouse cursor on an area on the display unit 18 where the button or the like is displayed and clicking.

[0029] A plurality of node devices 30 constitute a blockchain system 3. Each node device 30 holds a distributed ledger. Each node device 30 stores the same data in the distributed ledger. As will be described in detail later, in this embodiment, assets held by users are managed in the distributed ledger of the blockchain system 3.

[0030] The node device 30 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The node device 30 includes a processor 31, a memory 32, a storage 33, a communication IF 34, and an input / output IF 35. These components included in the node device 30 are connected to each other by a communication bus.

[0031] The processor 31 controls the overall operation of the node device 30. The processor 31 may include a CPU, an MPU, a GPU, etc. The processor 31 reads a program from the storage 33 and loads it into the memory 32. The processor 31 executes the loaded program.

[0032] The memory 32 is a main storage device. The memory 32 is configured by storage devices such as a ROM and a RAM. The memory 32 temporarily stores the programs and various data that the processor 31 reads from the storage 33, thereby providing a working area for the processor 31. The memory 32 also temporarily stores various data that the processor 31 generates while operating according to the programs.

[0033] The storage 33 is an auxiliary storage device and is configured by a storage device such as a flash memory or an HDD, for example.

[0034] The communication IF 34 controls transmission and reception of various data between the node device 30 and the server 20 via the network. Note that the communication IF 34 may also control transmission and reception of various data between the node device 30 and the terminal device 10 via the network.

[0035] The input / output IF 35 is an interface through which the node device 30 receives input of data and also an interface through which the node device 30 outputs data. The input / output IF 35 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs images.

[0036] The server 20 or the terminal device 10 may function as the node device 30. In other words, the blockchain system 3 may include the server 20 and the terminal device 10.

[0037] <Functional configuration of the game system> 2 is a block diagram showing the functional configuration of the server 20, the terminal devices 10, and the node devices 30. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, and a function to collect and manage data related to the game from each terminal device 10.

[0038] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0039] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include programs, game information, and user information. The programs are programs for realizing games. The game information and user information are data referenced by the control unit 210 when executing the programs.

[0040] The game information includes, for example, information for defining various virtual spaces (in other words, game spaces). A virtual space is a space in which objects such as characters that can be controlled by a user (hereinafter also referred to as "player characters") are placed. The game information also includes, for example, information regarding the placement positions and setting values ​​of various objects such as buildings, trees, stones, and items placed in the virtual space. Hereinafter, the character objects placed in the virtual space may be simply referred to as "characters." Note that the characters include avatars and the like.

[0041] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, information indicating the progress of the game, and information about mountains acquired by the user (mountains will be described later) (in other words, information about rights related to playing a game in a specific virtual space). Owned assets can be said to be value owned by the user in the virtual space. Examples of such value include electronic currency, tokens, items, characters, etc. Examples of electronic currency include virtual currency (in other words, crypto assets) and in-game currency that can be used in a game. That is, the storage unit 220 may store information such as electronic currency, tokens, items, or characters owned by each user, for example, in association with identification information that can identify each user.

[0042] The control unit 210 controls various processes related to the game by executing programs stored in the storage unit 220. The control unit 210 has a transmission / reception unit 211, a game control unit 212, an asset management unit 213, and a market management unit 214.

[0043] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, etc. from each terminal device 10, and passes them to the game control unit 212, asset management unit 213, market management unit 214, etc. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs to each terminal device 10 in accordance with the control of the game control unit 212, asset management unit 213, market management unit 214, etc.

[0044] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.

[0045] The game control unit 212 executes arithmetic processing described in a program stored in the storage unit 220 to provide a game to the terminal device 10.

[0046] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on object setting information included in the game information. The game control unit 212 controls the objects placed in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0047] The game control unit 212 also places the player character in the virtual space based on the play information transmitted from the terminal device 10. The game control unit 212 also performs various determination processes related to the progress of the game based on the play information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on the user's input operation. The play information is output in response to the user's input operation. For example, the play information may include, as the operation content of the player character, coordinate information of the player character, information regarding the player character's action, or information indicating a button operated by the user. The play information may also include information regarding the player character's settings. For example, the character's coordinate information is information indicating the character's position in the game space. For example, the action information is information regarding the character's action. For example, the character's action may include the action of swinging a pickaxe, the action of using various items, or a jump, which will be described later. For example, the information regarding the character's settings may include information regarding the character's equipment, appearance, etc. The character's settings may also be changed by the user.

[0048] The game control unit 212 can place the player characters of the multiple players in one virtual space and control the player characters of each player based on play information transmitted from each player's terminal device 10. In other words, the game control unit 212 performs control so that a game space, which is an example of a virtual space, can be shared by multiple users.

[0049] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. The game control unit 212 also issues a command to the transmission / reception unit 211 to instruct the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.

[0050] The asset management unit 213 manages assets held by users. The asset management unit 213 also manages some or all (in other words, at least some) of the assets held by users in a distributed ledger of the blockchain system 3. In other words, the asset management unit 213 may store information about the assets held by users in the storage unit 220, or may store the information in the distributed ledger. Note that, in a configuration in which the server 20 functions as a node device 30, the asset management unit 213 may store information about the assets held in a distributed ledger stored in its own storage unit 220. Also, in a configuration in which the server 20 does not function as a node device 30, the asset management unit 213 may perform control such as sending a request to the blockchain system 3 for storage in the distributed ledger.

[0051] The terminal device 10 has, for example, a function as an input device that accepts input operations from the user, and a function as an output device that outputs images and sounds of the game.

[0052] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, programs, game information, and user information. The programs are programs for realizing games on the terminal device 10 side. The game information and user information are data referenced by the control unit 110 when executing the programs. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0053] The control unit 110 executes a program stored in the storage unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a device processing unit 113, and a display control unit 114.

[0054] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, the operation reception unit 111 detects input operations on a mouse or a keyboard serving as the input unit 17. Note that the input operations are not limited to operations that involve physical contact with the input unit 17, but may also include non-contact operations. Note that the operation reception unit 111 can also receive input operations performed using an operating device connected via the input / output IF 15 in the same way as input operations on the input unit 17.

[0055] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, various types of data and various requests to the server 20. As an example, the data transmitted by the transmitting / receiving unit 112 to the server may include play information, game information, and user information. In other words, the transmitting / receiving unit 112 transmits information regarding the input operation received by the operation receiving unit 111 to the server 20.

[0056] The transmitting / receiving unit 112 also receives various data, programs, and various requests from the server. As an example, the data that the transmitting / receiving unit 112 receives from the server 20 may include the type of object (e.g., character or item) to be placed in the game space, object coordinate information, character action information, information related to character settings, and other information. As another example, the data that the transmitting / receiving unit 112 receives from the server may include synchronization data to support a multi-play function. The synchronization data may include, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0057] The device processing unit 113 executes various processes related to the progress of the game. The device processing unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. The device processing unit 113 also executes various determination processes related to the progress of the game based on the identified instruction content, etc. The device processing unit 113 also progresses the game while communicating with the server 20 based on the results of the determination processes, etc.

[0058] The device processing unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The device processing unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera within the virtual space. The device processing unit 113 instructs the display control unit 114 to generate an image depicting the field of view defined by the virtual camera and the objects located in this field of view. In other words, the device processing unit 113 instructs the display control unit 114 to display an image corresponding to the progress of the game on the display unit 18.

[0059] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the device processing unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the device processing unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a player character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include player characters that act based on the operation of each user and non-player characters that act based on a program.

[0060] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.

[0061] The display control unit 114 generates an image depicting the area of ​​the field of view of the virtual camera defined by the device processing unit 113 in the virtual space and objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0062] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on object data sent from the server 20, information indicating the positions of various objects in the virtual space, and the like, and display a predetermined area of ​​the virtual space on the display unit 18. The control unit 210 of the server 20 may also arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on user input operations, control of the virtual camera, generation of images to be displayed on the display unit 18, and the like may be performed by the server 20 or the terminal device 10.

[0063] The node device 30 functions as a control unit 310 and a storage unit 320 through cooperation of a processor 31, a memory 32, a storage 33, a communication IF 34, an input / output IF 35, etc. The storage unit 320 stores programs including part of a game program, a distributed ledger used in the blockchain system 3, etc.

[0064] The control unit 310 controls the operation of the node device 30 by executing a program stored in the storage unit 320 .

[0065] When a user acquires various items or a specific token (described later) from another user or a game operator (e.g., acquired through mining, described later), the control unit 310 receives a registration request for information related to the holding of the item or specific token, transmitted from the server 20, and registers the information in the distributed ledger. The control unit 310 may register transaction history information for each item or specific token in the distributed ledger, for example, based on information related to transactions (in other words, transfers) of the item or specific token transmitted from the server 20 or the terminal device 10. Specifically, the distributed ledger stores multiple blocks each containing a hash value and a transaction. A transaction may be, for example, information indicating the transaction details of an item or specific token. A transaction includes, for example, input information indicating the transfer source and output information indicating the transfer destination. The hash value is calculated from information contained in the previous block, and the distributed ledger stores transaction history information for items and specific tokens, with each block linked like a chain by the hash value. By managing such transaction history in a distributed ledger of each node device 30, it is possible to store information indicating which user owns which item and information indicating how many specific tokens each user owns on the blockchain. Note that, instead of the transaction history of items, etc., information regarding the ownership status of each user's items, etc. may be managed in a distributed ledger, so that information indicating which user owns which item, etc. may be stored on the blockchain. In this way, in the game of this embodiment, ownership information for items and specific tokens is stored on the blockchain. Note that there may be items, etc. whose ownership information is not stored on the blockchain.

[0066] The functions of the terminal device 10, the server 20, and the node device 30 shown in FIG. 2 are merely examples. Each of the terminal device 10, the server 20, and the node device 30 may have at least some of the functions of the other devices. In other words, the server 20 or the node device 30 may have some or all of the functional blocks of the terminal device 10 in this embodiment, the terminal device 10 or the node device 30 may have some or all of the functional blocks of the server 20, or the terminal device 10 or the server 20 may have some or all of the functional blocks of the node device 30. Furthermore, each of the devices, such as the terminal device 10, the server 20, and the node device 30, does not have to be realized by an integrated device, and may be realized by, for example, multiple devices connected via a network or the like. Furthermore, the game system 1 may not include, for example, the terminal device 10, the server 20, or the node device 30.

[0067] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10, the processor 21 of the server 20, or the processor 31 of the node device 30 executes a program stored in the game system 1 to perform each of the processes described below. However, at least a portion of the processing performed by the processor 11, which is described below, may be executed by a processor other than the processor 11 (e.g., the processor 21 or the processor 31). Also, at least a portion of the processing performed by the processor 21, which is described below, may be executed by a processor other than the processor 21 (e.g., the processor 11 or the processor 31). Also, at least a portion of the processing performed by the processor 31, which is described below, may be executed by a processor other than the processor 31 (e.g., the processor 11 or the processor 21). In other words, the computer that executes the program in this embodiment may be any of the terminal device 10, the server 20, and the node device 30, or may be realized by a combination of multiple devices. Also, some or all of the various processes may be executed on a blockchain.

[0068] Here, an overview of the game of this embodiment will be described. In the game of this embodiment, there is a map 40 that is common to multiple users (specifically, all users) participating in the game. An example of the map 40 is shown in FIG. 3. Multiple mountains are arranged on the map 40. In the map 40 shown in FIG. 3, the positions of the mountains are indicated by triangular symbols.

[0069] The user acquires (or selects) a mountain from the map 40 where the user will mine (or a virtual space in which the game will be played). Acquisition of the mountain is performed, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a map 40 (or a list of mountains that the user can acquire) as shown in FIG. 3 based on a predetermined input operation by the user. The user can then acquire a specific mountain by selecting the specific mountain on the map 40 displayed on the display unit 18 (for example, by clicking on the specific displayed mountain). Specifically, for example, when an operation to select a specific mountain from the mountains displayed on the map 40 is performed, the display control unit 114 causes the display unit 18 to display an acquire button 41 that accepts an operation to acquire the selected mountain. The game control unit 212 then causes the user to acquire the mountain selected by the user based on the operation on the acquire button 41.

[0070] Furthermore, the user is able to mine for predetermined items in the mountain that the user has acquired. In other words, once the user has acquired a mountain, the user is able to play a game in which the user mines in the acquired mountain. That is, in this embodiment, "acquiring a specific mountain" can be rephrased as "acquiring the right to mine in a specific mountain," and further, as "acquiring the right to play a game in a specific virtual space." Note that the system may be configured so that the user can mine in a mountain without acquiring the mountain (in other words, without acquiring the right to mine).

[0071] In the game of this embodiment, item A is provided, which is used for mining in the mountain. To mine, the user must have item A. In other words, item A is an item required to participate in the game. In this embodiment, item A is a pickaxe. It may be configured so that a user without item A cannot acquire the mountain. In the game of this embodiment, multiple types of item A with different characteristics are provided. Item A can be converted into an NFT (Non-Fungible Token). The NFT state refers to a state in which information proving that item A is unique is stored on a blockchain. In other words, the NFT state refers to a state in which an NFT corresponding to item A is issued and managed on a blockchain. Hereinafter, digital assets such as items for which a corresponding NFT has been issued are also referred to as NFTs. In this embodiment, the conversion of item A into an NFT (in other words, the generation of item A) is performed by the game operator, and cannot be performed by users (in other words, minting by users). In other words, in the game of this embodiment, the user cannot obtain item A in a state where it has not been converted into an NFT. However, the user may be able to convert item A into an NFT.

[0072] Furthermore, in the game of this embodiment, users can acquire items B and C through mining. As will be described in detail later, item B is an item that can be converted into an NFT. Item C is an item that can be exchanged for a specific token. Hereinafter, a token that can be acquired in exchange for item C will be referred to as a "specific token."

[0073] Furthermore, in the game of this embodiment, there are multiple types of item B, which are collectible items. Specifically, item B is a gem that the user collects. Item C is a mineral (hereinafter referred to as "pyroxene") that is different from gems. In other words, the game of this embodiment has the gameplay of mining in the mountains using a pickaxe as item A to obtain gems as item B and pyroxene as item C.

[0074] Furthermore, the specific token that can be acquired by exchanging it for item C is a crypto asset (for example, virtual currency). In the game of this embodiment, the specific token can be used to level up item A, repair item A (in other words, fix it), and turn item B into an NFT, etc.

[0075] Regardless of whether they have been converted into NFTs or not, assets such as Item A, Item B, or Item C held by each user may be managed on a blockchain (in other words, a distributed ledger).

[0076] Mining in a mountain as a predetermined event is performed, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a home screen 42 illustrated in FIG. 4 based on a predetermined input operation by the user. The home screen 42 displays a start mining button 43 that accepts an operation related to starting mining in the mountain acquired by the user. Then, the game control unit 212 causes the user to start mining in the mountain acquired based on the operation on the start mining button 43.

[0077] The home screen 42 is initially displayed when the game (in other words, an application related to a predetermined service) is launched on the terminal device 10. Here, "first displayed when launched" includes the case where the home screen 42 is displayed after various launch-related displays (e.g., a title display, a loading display, etc.) are displayed. The home screen 42 is not limited to being displayed at launch, but may be displayed at a predetermined timing. For example, the home screen 42 may be displayed when the home button 90 is operated or when in-game mining in the mountain is completed. The home screen 42 may display a predetermined background image (e.g., a background image including a player character, etc.). The home screen 42 may also display multiple menu items related to the game. Specifically, the home screen 42 may display various UIs that accept operations related to the display of various screens. For example, a mine button 91, an item button 92, a shop button 94, and a home button 90 may be displayed as such UIs. The display control unit 114 may cause the display unit 18 to display a screen displaying the map 40 illustrated in FIG. 3 or a screen displaying a list of acquired mountains 44 illustrated in FIG. 5 based on an operation on the mine button 91. The display control unit 114 may cause the display unit 18 to display a screen displaying a list of items owned by the user based on an operation on the item button 92. The display control unit 114 may cause the display unit 18 to display a screen related to the purchase of a predetermined item, such as a pickaxe, based on an operation on the shop button 94. The display control unit 114 may cause the display unit 18 to display a home screen 42 based on an operation on the home button 90. The display control unit 114 may switch between the display of the map 40 illustrated in FIG. 3 and the display of the list of acquired mountains 44 illustrated in FIG. 5 based on an operation on the map display button 95 and the my mine display button 96 illustrated in FIG. 3 and FIG. 5, respectively.

[0078] The mountain where the user will mine is determined, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a list 44 of mountains acquired by the user, as shown in FIG. 5, based on a predetermined input operation by the user. The list 44 of mountains may be a list of mountains acquired by the user on a map 40 displayed on the display unit 18. When an operation to select a specific mountain from the mountains acquired by the user (in other words, the listed mountains) displayed on the display unit 18 (for example, a click operation on the specific mountain) is performed, the display control unit 114 causes the display unit 18 to display a mining target determination button 46 that accepts an operation to determine the selected mountain as the mountain where mining will be performed. Furthermore, the game control unit 212 sets the mountain selected by the user as the mountain where mining will be performed, based on an operation on the mining target determination button 46. When the start mining button 43 is operated, mining begins on the mountain that was set as the mountain where mining will be performed by operating the mining target determination button 46. That is, in this embodiment, the user can select (in other words, change) the mountain to be mined by selecting the mountain to be mined from the list of mountains 44 acquired by the user and operating the mining target selection button 46. When the user selects a specific mountain from the list of mountains 44 acquired by the user, a start mining button 43 may be displayed instead of or in addition to the select mining target button 46 (see FIG. 5 ), and operating the start mining button 43 may start mining in the specific mountain. As shown in FIG. 4 , the home screen 42 (in other words, the screen that accepts operations related to the start of mining) may display a display 48 that allows the user to identify the mountain set as the mountain to be mined (in other words, the mountain from which mining will begin upon an operation to start mining). The home screen 42 may also display a display 49 that allows the user to identify the pickaxe set as the pickaxe to be used for mining (in other words, the pickaxe to be equipped on the player character).

[0079] When the mining start button 43 is operated, the game control unit 212 places the player character 38 in a mountain 37, which is a virtual space where mining is to be performed, as shown in FIG. 6 . The game control unit 212 then moves the player character 38 based on an input operation by the user. That is, the mountain 37 is a virtual space in which the user can operate the player character 38 to play a predetermined game (specifically, a mining game, in other words, a predetermined in-game) (in other words, to execute a predetermined event). That is, the start of mining in a specific mountain 37 can be considered the start of playing a game in a specific virtual space, or entering a specific virtual space. Based on an input operation by the user, the game control unit 212 moves the player character 38 within the virtual space and causes the player character 38 to perform an action of using a pickaxe 39 (specifically, an operation of swinging the pickaxe 39). The method of operating the player character 38 within the virtual space can be similar to that of a conventional action game, but may also be, for example, as follows. The game control unit 212 may move the player character 38 within the mountain 37 based on an operation of the "W", "A", "S", or "D" keys on the keyboard. The game control unit 212 may also cause the player character 38 to jump based on an operation of the space bar on the keyboard. The game control unit 212 may also cause the player character 38 to perform a mining action of swinging the pickaxe 39 and digging into the mountain 37 based on a left-click operation of the mouse.

[0080] Gems and pyroxenes are buried (in other words, arranged) in the mountain 37. The user can acquire the gems and pyroxenes that he or she digs up (in other words, discovers). That is, when the player character 38 operated by the user digs up an item such as a gem or pyroxene, the game control unit 212 grants (in other words, allows the user to acquire) the excavated item.

[0081] Note that mining can be interrupted midway. For example, the display control unit 114 of the terminal device 10 displays a predetermined menu screen (not shown) on the display unit 18 based on a predetermined input operation by the user (for example, an operation on the Tab key on the keyboard). The menu screen displays an Exit button that accepts an operation related to exiting the mountain. Then, the game control unit 212 causes the player character 38 to exit the mountain 37 (in other words, ends mining) based on the operation on the Exit button. At this time, the game control unit 212 stores the progress status of the mining in the memory unit 220. Then, when mining in the same mountain 37 is started next time, the game control unit 212 reads out the stored progress status and resumes mining from where it left off. In other words, when mining is resumed, the previously excavated portion of the mountain 37 will be in a completely excavated state, and the gems, etc. buried in the mountain 37 that were previously dug up will be in a completely excavated state. In other words, when the user exits and re-enters mountain 37 as a specific virtual space, the changes made by the user the last time the user entered the space are reflected in the specific virtual space. In other words, in this embodiment, it is possible to suspend a game in a specific virtual space and resume it from where it left off.

[0082] Furthermore, the user can dispose of the mountains that he or she has acquired at will. For example, as shown in FIG. 5, when an operation is performed to select a specific mountain from the mountains acquired by the user and displayed on the display unit 18 (in other words, the mountains displayed in a list), the display control unit 114 causes the display unit 18 to display a disposal button 47 that accepts an operation related to the disposal of the selected mountain. Then, based on the operation on the disposal button 47, the game control unit 212 disposes of the selected mountain (in other words, cancels the user's acquisition of the selected mountain). The disposed mountain disappears from the list 44 of mountains acquired by the user, and mining at that mountain becomes impossible.

[0083] In this embodiment, the pickaxe to be used in mining is selected before mining begins by operating the mining start button 43. The operation for selecting such a pickaxe can be the same as the operation for selecting the weapon to be used (in other words, equipped to the player character 38) in conventional games. The pickaxe to be used may be changeable while mining is in progress.

[0084] Note that the various items in this embodiment (for example, item A, item B, and item C) may be read as objects. Objects include characters, items, etc. In other words, item B and item C, which are granted by playing a game (in other words, executing an event) in a mountain as a specific virtual space, may be characters, etc.

[0085] In this embodiment, the map is updated (in other words, newly generated) at predetermined intervals (specifically, once a day). In addition, in conjunction with the map updates, the acquireable mountains are also updated (in other words, newly generated) at predetermined intervals (specifically, once a day). Furthermore, only one user can acquire a mountain, and once a user acquires a mountain (in other words, the right to mine that mountain), other users cannot acquire that mountain. In other words, mountain acquisition is on a first-come, first-served basis. Note that updates to the map and acquireable mountains may involve completely renewing past maps and mountains (in other words, new maps and mountains are generated, and past maps disappear or past mountains become unacquirable), or may involve expanding past maps or adding new mountains to mountains that were previously generated (in other words, increasing the number of acquireable mountains).

[0086] Here, the flow of asset acquisition and consumption in the game of this embodiment will be described.

[0087] As described above, in the game of this embodiment, a user must have a pickaxe in order to participate in the game. In this embodiment, the pickaxe can be purchased in the in-game marketplace, and the user purchases the pickaxe in the marketplace. The pickaxe can be purchased using a specific token. Transactions in the marketplace are managed by the market management unit 214. Specifically, for example, the operation reception unit 111 of the terminal device 10 receives an operation by the user to select an item that the user wishes to purchase. Information regarding this operation is then sent to the market management unit 214 of the server 20 via the transmission / reception units 112, 211, and the market management unit 214 performs processing to transfer the item selected by the user to the user based on the operation, and to transfer the payment from the user to the person who sold the item.

[0088] The user then uses the pickaxe to mine in the mountains, obtaining a variety of items including gems and pyroxene.

[0089] The pyroxene acquired by the user can be exchanged for a specific token. The exchange of the pyroxene for the specific token may be performed automatically or based on an operation by the user instructing the exchange. For example, all pyroxene owned by the user may be periodically converted into the specific token. Specifically, all pyroxene owned by the user may be automatically converted into the specific token at a predetermined time every day, and all pyroxene owned by the user at that time may be lost. Furthermore, the pyroxene may be automatically exchanged for the specific token at a specific timing, such as when the user leaves the mountain. In this embodiment, pyroxene is granted to the user through mining in the mountain, and the pyroxene is exchanged for the specific token. However, the specific token may be granted directly to the user in place of or in addition to the pyroxene mined in the mountain.

[0090] In this embodiment, the specific token is a virtual currency managed by a blockchain. The specific token may be a token that can be exchanged for other crypto assets at a predetermined exchange (for example, a decentralized exchange). The specific token may be a unique token related to the game of this embodiment, a token with an issuance limit set, or a virtual currency that can be used outside the game.

[0091] Furthermore, gems acquired by a user can be converted into NFTs by satisfying certain conditions. That is, in this embodiment, an NFT corresponding to the gem can be issued and managed on a blockchain. Specifically, for example, after a user acquires a gem, the process of converting the gem into an NFT may be initiated in response to a user operation on the acquired gem, or the process of converting the gem into an NFT may be initiated automatically without any user operation on the acquired gem. For example, the operation receiving unit 111 of the terminal device 10 may receive an operation in which the user selects a gem to be converted into an NFT within the game. Information regarding the operation may then be sent via the transmission / reception units 112 and 211 to the asset management unit 213 of the server 20, and the asset management unit 213 may convert the selected gem into an NFT based on the operation. Furthermore, NFT conversion requires a fee (e.g., a predetermined amount of specific tokens), and when converting a gem into an NFT through the operation, the fee may be consumed from the user's assets. Furthermore, by converting the gem into an NFT, the gem may be taken out of the game and traded on an external marketplace. In other words, converting an item into an NFT can be considered to make it available for buying and selling in a marketplace outside the game. Converting an item into an NFT can also be considered to make it possible to take the item outside the game. Note that gems may be traded in a marketplace within the game regardless of whether they are NFTed or not. Specifically, for example, the operation reception unit 111 of the terminal device 10 may receive an operation in which a user selects gems they want to sell (specifically, NFTed gems). Information regarding the operation may then be sent to the market management unit 214 of the server 20 via the transmission / reception units 112, 211, and the market management unit 214 may then put the gems selected by the user up for sale based on the operation. If there is another user who wishes to purchase the gems, the market management unit 214 may then transfer the gems to the other user and transfer the payment from the other user to the user who sold the gems. In other words, NFTed item B may be tradeable with other users.

[0092] Furthermore, gems may be exchangeable for specific tokens. Specifically, the operation receiving unit 111 of the terminal device 10 may receive an operation by the user to select gems that the user wishes to exchange for specific tokens in the game. Information regarding the operation is then sent to the server 20 via the transmission / reception units 112, 211, and the asset management unit 213 may grant the specific tokens to the user in exchange for the selected gems based on the operation. In other words, gems may be items that can be converted into NFTs and exchanged for specific tokens. Note that the exchange of gems for specific tokens may be performed either before or after the gems are converted into NFTs, or may be performed both ways.

[0093] (Character generation) In the game of this embodiment, the user can create a character (specifically, a player character) to be used by the user. Games that allow the creation of such characters are well known and can be realized by known methods, but may also be realized, for example, as follows.

[0094] FIG. 7 shows an example of a character creation screen 70 as a screen for creating a character.

[0095] In this embodiment, the user can set various items for the character, such as the name, place of origin (in other words, the land associated with the character (here, land may be a place that exists in reality or a place in virtual space)), gender, skin color, hairstyle, worn items (in other words, clothing or equipment, in this embodiment, clothes and gloves), eyebrows, eyes, nose, mouth, and face shape. Furthermore, depending on the item, for example, the shape, color, or position (for example, position on the face) can be set. Specifically, in this embodiment, the shape of the hairstyle, worn items, eyebrows, eyes, nose, mouth, and face shape can be set. Furthermore, the color of the hairstyle, worn items, eyebrows, and eyes can be set. Furthermore, the position of the eyebrows, eyes, nose, and mouth can be set.

[0096] In other words, the user can set the character's appearance characteristics and characteristics other than appearance.

[0097] The character creation screen 70 displays UIs for accepting operations related to setting these various items, including a name input field 71 for accepting operations related to setting the name, a birthplace input field 72 for accepting operations related to setting the birthplace, a gender setting UI 73 for accepting operations related to setting the gender, a skin color setting UI 74 for accepting operations related to setting the skin color, a hairstyle setting UI 75 for accepting operations related to setting the hairstyle, an item setting UI 76 for accepting operations related to setting the items to be worn, an eyebrow setting UI 77 for accepting operations related to setting the eyebrows, an eye setting UI 78 for accepting operations related to setting the eyes, a nose setting UI 79 for accepting operations related to setting the nose, a mouth setting UI 80 for accepting operations related to setting the mouth, and a contour setting UI 81 for accepting operations related to setting the contour.

[0098] In this embodiment, it is possible to set an arbitrary name for a character by operating the name input field 71 (for example, inputting an arbitrary character string into the name input field 71 by operating the keyboard). The control unit 110 accepts the operation on the name input field 71 as an operation to set the name of the character.

[0099] Furthermore, it is possible to set an arbitrary birthplace for a character by operating the birthplace input field 72 (for example, by inputting an arbitrary character string into the birthplace input field 72 by operating the keyboard). The control unit 110 accepts an operation on the birthplace input field 72 as an operation to set the birthplace of the character. Note that instead of or in addition to the birthplace, it may be possible to set a place of residence or the like.

[0100] Furthermore, it is possible to select the gender of the character from a plurality of options by operating the gender setting UI 73. Specifically, it is possible to switch the gender to be set by operating the arrow buttons included in the gender setting UI 73. The control unit 110 accepts the operation on the gender setting UI 73 as an operation to set the gender of the character.

[0101] Furthermore, the skin color setting UI 74, hairstyle setting UI 75, item setting UI 76, eyebrow setting UI 77, eye setting UI 78, nose setting UI 79, mouth setting UI 80, and face contour setting UI 81 may each be configured to select from a plurality of options for the item to be set, or may be configured to specify parameters by operating a slider or inputting a numerical value, etc. This point will be described with reference to FIG. 8, taking the case of setting eyebrows as a predetermined item as an example. The same can be applied to the settings of skin color, hairstyle, worn items, eyes, nose, mouth, face contour, etc.

[0102] Based on a click operation on the eyebrow setting UI 77, the control unit 110 causes the display unit 18 to display multiple options 83 for eyebrow shape, a slider 84 for setting the eyebrow color, and a slider 85 for setting the eyebrow position.

[0103] Then, the control unit 110 accepts the user's operation of selecting a specific option (in other words, a specific shape) from among the multiple options 83 related to eyebrow shapes as an operation to set the eyebrow shape.

[0104] The control unit 110 also accepts operations on the slider 84 related to setting the eyebrow color as operations for setting the eyebrow color. In this embodiment, the slider 84 related to setting the eyebrow color includes a slider for accepting operations related to setting the eyebrow hue, a slider for accepting operations related to setting the eyebrow saturation, and a slider for accepting operations related to setting the eyebrow brightness. By dragging and sliding the slider 84 related to setting the eyebrow color, it is possible to change the parameters related to the eyebrow color and set the eyebrow color. Note that in this embodiment, it is also possible to set the eyebrow color by directly inputting numerical values ​​for the parameters related to the eyebrow color.

[0105] Furthermore, the control unit 110 accepts an operation on a slider 85 related to setting the position of the eyebrows as an operation to set the position of the eyebrows. By dragging and sliding the slider 85 related to setting the position of the eyebrows, it is possible to change the parameters related to the position of the eyebrows and set the position of the eyebrows. Note that in this embodiment, it is also possible to set the position of the eyebrows by directly inputting numerical values ​​for the parameters related to the position of the eyebrows.

[0106] The color and position of each part may be set by selecting from a plurality of options presented to the user.

[0107] Also, on the character creation screen 70, an image 82 of the player character reflecting the settings made by the user (in other words, the appearance of the player character being created) is displayed.

[0108] When settings are made for each item on the character creation screen 70 and the execute button 86, which accepts operations related to the execution of character creation, is operated, the game control unit 212 creates a character according to the settings made by the user on the character creation screen 70 as the player character to be used by the user.

[0109] In this way, in this embodiment, the user can manually create a player character. Furthermore, the game control unit 212 automatically generates a profile of the player character based on the operation of the execute button 86. In other words, the operation of the execute button 86 can also be considered an operation related to the generation of a profile.

[0110] (Profile generation) In this embodiment, the game control unit 212 automatically generates a profile of a character used by a user (in other words, a player character) using AI (Artificial Intelligence) based on data of the character.

[0111] Various proposals have been made for AI capable of generating text based on predetermined information, and the generation of a profile in this embodiment can be achieved by a known AI capable of generating text. The AI ​​may be either a machine learning type or a non-machine learning type (rule-based). The AI ​​that generates the profile may be included in the game system 1, or an AI provided by an external service may be used. Specifically, for example, a generation AI such as ChatGPT, Google Bard (registered trademark), or Claude may be used.

[0112] Hereinafter, the AI ​​that generates profiles will be referred to as "profile generation AI."

[0113] The game control unit 212 inputs predetermined data (hereinafter referred to as input data) to the profile generation AI, causing it to generate a profile. The input data input to the profile generation AI includes data indicating the characteristics of the player character (hereinafter referred to as "character data") and random data, which will be described later. That is, the game control unit 212 inputs the character data to the profile generation AI, causing it to generate a profile. More specifically, the game control unit 212 inputs the character data and random data to the profile generation AI, causing it to generate a profile.

[0114] In this embodiment, the game control unit 212 inputs, as character data, data related to the player character's hairstyle characteristics, data related to the eyebrow characteristics, data related to the eye characteristics, data related to the nose characteristics, data related to the mouth characteristics, data related to the face characteristics, and data related to the characteristics of items worn by the player character, etc., to the profile generation AI. In other words, the character data includes data related to the player character's appearance. More specifically, the character data includes data related to the player character's appearance characteristics set by the user. In addition, the game control unit 212 inputs, as character data, data related to the player character's name, data related to the gender, data related to the associated land, etc., to the profile generation AI. In other words, the character data includes data related to the player character's characteristics other than the player character's appearance. The character data can also be said to be data indicating the player character's characteristics set by the user.

[0115] An example of character data is shown in FIG. 9. The character data may directly or indirectly indicate the characteristics of the player character set by the user. For example, if the player character's hair color is set to type A out of multiple colors including type A (e.g., black hair), type B (e.g., brown hair), and type C (e.g., blonde hair), data indicating "black hair" may be input as character data to the profile generation AI, and if type B is set, data indicating "brown hair" may be input as character data to the profile generation AI. Also, for example, if the player character's eye shape is set to type A out of multiple shapes including type A, type B, and type C, data indicating "gentle eyes" may be input as character data to the profile generation AI, and if type B is set, data indicating "strong eyes" may be input as character data to the profile generation AI.

[0116] Selection of character data according to the settings of the player character may be performed, for example, as follows. For example, for predetermined items related to the player character that can be set by selecting from a plurality of options (e.g., a plurality of options such as Type A, Type B, and Type C exemplified here), character data corresponding to each option may be set in advance (in other words, a correspondence between each option selectable on the character creation screen 70 and input data may be registered in the storage unit 220), and the game control unit 212 may input character data corresponding to the option set for the player character to the profile generation AI. Also, for predetermined items related to the player character that can be set by specifying parameters, character data corresponding to the numerical values ​​of the parameters may be set in advance (in other words, a correspondence between the parameters and input data may be registered in the storage unit 220), and the game control unit 212 may input character data corresponding to the parameters set for the player character to the profile generation AI. Specifically, a correspondence between a parameter and input data to be input may be set in advance, such that, for example, when a predetermined parameter related to hair color is in a first range (for example, a range determined to be black), first character data (for example, data indicating "black hair") is input, and when a predetermined parameter related to hair color is in a second range (for example, a range determined to be brown), second character data (for example, data indicating "brown hair") is input. Also, the game control unit 212 may input an image of the player character to a predetermined AI that analyzes the image, extract features related to the player character's appearance, and use the extracted results as input data.

[0117] The game control unit 212 also inputs data on multiple items related to the player character to the profile generation AI as character data. Specifically, the game control unit 212 inputs data indicating characteristics of multiple items (specifically, multiple items that can be set by the user) such as the player character's hairstyle, eyebrows, eyes, nose, mouth, face, worn items, name, gender, or associated land to the profile generation AI. Note that the items to be input to the profile generation AI may be predetermined and fixed, or may be determined by the game control unit 212 when generating a profile (for example, each time). Note that the game control unit 212 may determine the items according to a predetermined rule or randomly. Note that data on all items set by the user may be input to the profile generation AI, or data on some items may not be input to the profile generation AI.

[0118] Furthermore, the game control unit 212 inputs data indicating the occupation of the player character as random data. The random data input when generating a profile is randomly selected from a plurality of candidates by the game control unit 212. The random data can also be said to be data indicating characteristics of the player character that have not been set by the user. The random data can also be said to be data that cannot be specified by the user (in other words, data that has not been specified) among the input data used to generate a profile.

[0119] An example of random data is shown in Figure 10. The random data may be, for example, data such as "is an actor," "is an astronaut," "is an archaeologist," "is an app developer," "is an architect," "is a baker," or "is a cake shop owner." The game control unit 212 randomly determines data to be used as input data from among a plurality of candidates (a plurality of occupations in this embodiment), and inputs the data to the profile generation AI.

[0120] In this embodiment, data indicating real-world occupations is used as the random data. However, data indicating occupations or roles within the game that correspond to the worldview within the game may also be used. Furthermore, for example, data indicating the player character's personality or data indicating the player character's past may also be input as random data. The data shown here is merely an example, and the random data can be selected appropriately depending on the direction of the profile desired to be generated by the AI. In other words, the random data is not particularly limited as long as it is randomly determined and brings about changes in the content of the profile to be generated. For example, the random data may relate to characteristics other than the player character's appearance.

[0121] A profile can be generated based on character data and random data, for example, as follows: For example, a known generation AI can be generated by inputting a prompt such as "Please create a sentence that describes the character based on the input data below," and then inputting the various input data described above.

[0122] The profile may also have a predetermined structure. Specifically, for example, the structure of the profile may be specified to include one or more of the following: "personality," "experiences," "biggest event in life," "most proud thing," "biggest failure and lesson learned," and "lines spoken by the player character." In other words, the game control unit 212 may issue instructions regarding the structure of the profile to the profile generation AI, causing the profile to be generated in accordance with the instructions. The instructions may be given, for example, by inputting instructions regarding the structure as a prompt. Furthermore, the profile generation AI itself may be designed to generate a profile with a predetermined structure.

[0123] Furthermore, the items included in the profile configuration may include items related to the goal in the game (mining in this embodiment) (e.g., the user's goal or the player character's goal). Examples of game goals include obtaining a specific object (e.g., an object or person in a virtual space), searching for a specific object, defeating a specific character, reaching a specific destination, and winning a battle. For example, in the game of this embodiment, one of the goals of the user (i.e., the player character) is to obtain gems. In particular, in this embodiment, gems are objects that can be converted into NFTs and can be taken outside the game or bought and sold on a marketplace (i.e., because they can lead to real-world profits for the user), so obtaining gems is one of the user's important goals. Therefore, the game control unit 212 may instruct the profile generation AI to include items related to obtaining gems in the profile configuration (i.e., text). Specifically, the game control unit 212 may instruct the configuration of the profile to include "the player character's enthusiasm for mining gems (in other words, lines)" or "the reason for mining gems (for example, what prompted the player to attempt mining)." With such a configuration, the profile will include information about the player's objectives in the game (see FIG. 11), which will make it easier for the user to feel immersed in the game.

[0124] Furthermore, when generating a profile, certain restrictions may be imposed on the content of the profile. Specifically, for example, a restriction may be imposed so that the profile does not include any sentences that mention facial features or appearance. That is, while data indicating physical features may be input as input data, an instruction may be given not to mention physical features in the text of the profile. In other words, the game control unit 212 may issue an instruction to the profile generation AI to restrict the content of the profile and generate the profile in accordance with the instruction. The restriction may be imposed, for example, by inputting an instruction related to the restriction as a prompt. Furthermore, the profile generation AI itself may be designed to generate a profile in accordance with certain restrictions. Note that when an AI is made to generate a profile, even if an instruction (in other words, a restriction) is given not to mention facial features, for example, a sentence that mentions facial features may still be generated.

[0125] The game control unit 212 transmits information to the terminal device 10 for displaying the generated profile on the display unit 18. Furthermore, the control unit 110 of the terminal device 10 causes the display unit 18 to display the generated profile based on the information, as shown in FIG. 11 . In other words, the control unit 110 causes the display unit 18 to display a result display screen 87 that displays the results of the profile generation. The result display screen 87 displays the generated profile, a regeneration button 88 as a UI for accepting an operation related to regeneration of the profile, and a complete button 89 as a UI for accepting an operation related to confirming the profile (in other words, completing the creation of the player character). When the regeneration button 88 is operated, the profile is regenerated. When the complete button 89 is operated, the profile is confirmed and the creation of the player character is completed. Then, it becomes possible to play a game (e.g., mining) using the created player character.

[0126] In this way, the game control unit 212 generates a profile by adding random data to the characteristics of the player character set by the user (in other words, character data), but adding random data can also be said to be adding a tag (in this embodiment, an occupation tag) to the player character. In other words, it can also be said that the game control unit 212 generates a profile by AI based on the characteristics of the player character set by the user and the randomly added tag. It can also be said that the game control unit 212 randomly adds a predetermined characteristic (in this embodiment, an occupation) to the player character (in other words, the characteristics of the player character set by the user) and generates a profile based on the characteristics of the player character.

[0127] (Regenerate profile) The game control unit 212 is capable of regenerating a profile based on an instruction from the user. Specifically, the game control unit 212 executes regeneration of a profile based on the user's operation of the regeneration button 88. Specifically, the game control unit 212 inputs character data and random data to the profile generation AI and causes it to generate a profile, in the same way as when a profile is generated for the first time (in other words, in the same way as when a profile is generated based on an operation of the execute button 86).

[0128] As shown in FIG. 12 , the game control unit 212 uses the same character data when initially generating a profile and when regenerating a profile. In other words, the game control unit 212 uses the same character data without changing at least a portion of the data (for example, without changing it at all). Furthermore, the game control unit 212 randomly determines the random data when initially generating a profile and when regenerating a profile. In other words, the random data used to generate the initial profile and the random data used to regenerate a profile are each randomly selected from a plurality of candidates. In other words, the game control unit 212 uses different random data when initially generating a profile and when regenerating a profile. However, as a result of the random determination, the same data (in other words, the same occupation) may be selected as the random data. Furthermore, when regenerating a profile, the game control unit 212 may perform control so that the same random data as the previously selected random data is not selected. Specifically, when determining the random data to be used to regenerate a profile, the game control unit 212 may select random data from a plurality of candidates excluding the previously selected random data. More specifically, for example, a type is set for the random data (in other words, it is classified into a plurality of types), and when regenerating a profile, the game control unit 212 may generate the profile using random data of a type different from the random data used in the previous generation. In other words, when determining the random data to be used in regenerating the profile, the game control unit 212 may determine the random data to be used in the regeneration by excluding from the candidates random data of the same type as the type set for the random data selected previously.For example, if the data "is a bakery" and the data "is a cake shop" are set to a type "food-related," and the data "is a bakery" was used as random data in the previous profile generation, then when a profile is regenerated, the game control unit 212 may control so as not to select the data "is a bakery" and the data "is a cake shop" that are set to a type "food-related" as the random data to be used. Note that the random data may be data that is randomly selected when a profile is first generated (in other words, the mth time (m is a natural number)) and when a profile is regenerated (in other words, the m+1th time). Note that random data may not be added when a profile is first generated.

[0129] When the game control unit 212 regenerates the profile, it transmits information to the terminal device 10 for displaying the generated profile on the display unit 18. The control unit 110 of the terminal device 10 causes the display unit 18 to display the generated (specifically, regenerated) profile based on the information. In other words, the control unit 110 causes the result of the profile regeneration to be displayed on the result display screen 87. Furthermore, when the regeneration button 88 is operated, the profile is regenerated again. When the complete button 89 is operated, the profile is finalized and the creation of the player character is completed. It is then possible to play a game (for example, mining) using the created player character. The user can then repeatedly regenerate the profile until a satisfactory profile is generated.

[0130] As described above, the game control unit 212 may change which of multiple items (specifically, multiple items that can be set by the user) of the player character's hairstyle, eyebrows, eyes, nose, mouth, face, worn items, name, gender, or associated lands to input to the profile generation AI for each profile generation (e.g., between the mth generation and the (m+1)th generation). The game control unit 212 may also change the weighting of these multiple items for each profile generation. That is, when character data for each of multiple characteristics of the player character (e.g., hairstyle, eye, associated lands, etc.) is input to the profile generation AI, the game control unit 212 may instruct the profile generation AI which characteristic to prioritize when generating the profile for each profile generation, and change the weighting of each characteristic for each profile generation. In other words, when automatically changing the profile generated between the mth and (m+1)th times, the game control unit 212 may change the profile by changing which items of data are input to the profile generation AI or by changing the weighting of each item, instead of or in addition to adding random data. The game control unit 212 may determine which items of data are input and how each item is weighted, randomly or according to a predetermined rule.

[0131] (Adding other randomness) The game control unit 212 may be able to change the configuration of a profile between when the profile is generated for the first time (in other words, the mth time) and when the profile is regenerated (in other words, the m+1th time). In other words, the game control unit 212 may perform control to impart randomness to the configuration of the profile. Specifically, as described above, when generating a profile, the game control unit 212 may issue instructions to the profile generation AI regarding the items to be included in the configuration of the profile. The game control unit 212 may then change the instructions regarding the items to be included in the configuration of the profile for each generation of a profile. For example, the game control unit 212 may determine the items to be included in the configuration of the profile randomly or according to a predetermined rule. That is, for example, when initially generating a profile, the game control unit 212 may instruct the profile generation AI to include in the profile "personality," "experiences," "biggest event in life," and "lines of the player character," and when regenerating the profile, the game control unit 212 may instruct the profile generation AI to include in the profile "personality," "experiences," "best thing," and "lines of the player character." Note that the configuration of the profile (in other words, instructions related to the configuration) may be predetermined and fixed.

[0132] (Generating profiles in other languages) In the game of this embodiment, each user can select the language they use to play the game. Specifically, for example, each user can select the language they use from multiple languages, such as Japanese, English, Spanish, and Chinese, to play the game. Furthermore, each user can view the profiles of the player characters of other users during the game. The profiles of the player characters of other users are displayed in the language selected by the user.

[0133] Here, a case will be described in which a first user who has selected a first language (e.g., Japanese) as the language to be used creates a profile for his or her own player character, and a second user who has selected a second language (e.g., English) as the language to be used views the profile of the player character of the first user. Note that the profile of the player character of the first user is displayed on the terminal device 10 of the second user when the second user performs a predetermined operation on the terminal device 10 of the second user. Since the method of displaying information about characters owned by other users on the terminal device 10 in this way is well known, a description thereof will be omitted.

[0134] When generating a profile of the player character of the first user based on the operation of the first user (specifically, the operation on the execute button 86 or the regenerate button 88), the game control unit 212 generates the profile in the first language selected by the first user as the language that the first user uses. The profile generated in the first language is then presented to the first user.

[0135] When presenting such a profile generated in a first language to a second user, it is necessary to translate it into the second language so that the second user can understand it. In this embodiment, the work of translating (in other words, translating) the profile generated in the first language into the second language is performed using AI. In other words, the game control unit 212 automatically generates the profile generated in the second language using AI based on the profile generated in the first language. The AI ​​used here may be the same AI (for example, a known generation AI) as the AI ​​used when generating the profile in the first language.

[0136] Specifically, the game control unit 212 first instructs the AI ​​to extract multiple keywords from the profile generated in the first language. In this embodiment, the game control unit 212 also instructs the AI ​​to extract keywords in the second language. The game control unit 212 may also instruct the AI ​​on what types of keywords to extract (for example, on what topics to extract keywords about). That is, the instruction to the AI ​​to extract keywords may be, for example, input as a prompt to the generating AI such as "Please extract three keywords in English (in other words, the second language) from the profile," or may be input as a prompt such as "Please extract three keywords related to the person and three keywords related to experiences from the profile, both in English (in other words, the second language)."

[0137] The game control unit 212 also instructs the AI ​​to generate a profile in the second language based on the keywords. Specifically, the game control unit 212 instructs the AI ​​to generate a profile of the first user's player character in the second language based on the keywords, character data indicating the characteristics of the first user's player character, and random data. This instruction may be, for example, input to a known generation AI as a prompt such as, "Please create a sentence in English (in other words, the second language) that describes the character based on the following input data," and input as input data keywords (specifically, keywords extracted from the profile in the first language), character data, and random data. Here, the character data may relate to the same characteristics as the character data input when generating the profile in the first language (e.g., characteristics such as "black hair" or "type A eye shape"). In other words, the character data may be the same data as the data used when generating the profile in the first language, or may be different data. Furthermore, the random data may be related to the same characteristics (e.g., the same occupation) as the random data input when generating a profile in the first language. Note that, with regard to character data and random data, "related to the same characteristics" here may mean that the exact same data is input as input data when generating a profile in the first language and when generating a profile in the second language, or data indicating a specific characteristic (e.g., data indicating a characteristic such as "black hair," "type A eye shape," or "being a baker") used when generating a profile in the first language and data used when generating a profile in the second language are registered in storage unit 220, and input as input data when generating a profile in each language.

[0138] That is, the random data used when generating a second language profile based on a first language profile may be the same as or different from the random data selected from multiple candidates when generating the first language profile. In other words, the game control unit 212 performs a process of randomly selecting random data from multiple candidates when generating the first language profile, but when generating the second language profile, it may use random data based on the selection result when generating the first language profile, or it may perform a new process of randomly selecting random data from multiple candidates.

[0139] The game control unit 212 may simply have the AI ​​translate a profile created in a first language into a second language. However, if translation is performed using this method, expressions specific to the first language may appear in the profile in the second language, which may result in the translated text sounding unnatural or difficult to read. In contrast, as in the present embodiment, keywords are extracted from the profile created in the first language, and a new profile in the second language is created based on the keywords, making it possible to create a natural profile according to the language.

[0140] (Processing flow) Next, an example of processing executed by the game system 1 will be described with reference to the flowchart shown in FIG.

[0141] The control unit 110 of the user's terminal device 10 accepts an operation by the user to set the characteristics of the character (step S101). Specifically, the control unit 110 accepts an operation to set various items on the character creation screen 70, such as the character's name, birthplace, gender, skin color, hairstyle, worn items, eyebrows, eyes, nose, mouth, and face.

[0142] Next, the control unit 110 accepts an operation by the user relating to the creation of a profile (step S102). Specifically, the control unit 110 accepts an operation on the execute button 86 as an operation relating to the creation of a profile.

[0143] When an operation related to profile generation is performed, the game control unit 212 automatically generates a profile for the character using an AI based on character data representing the characteristics of the character set by the user in step S101. Specifically, when an operation related to profile generation is performed, the game control unit 212 randomly extracts random data to be used for profile generation from a plurality of candidates (step S103). In other words, the game control unit 212 randomly determines the character's occupation. Next, the game control unit 212 instructs the profile generation AI to generate a profile for the character based on the character data representing the characteristics of the character set by the user in step S101 and the random data extracted randomly in step S103 (in other words, the randomly determined occupation) (step S104).

[0144] Next, the game control unit 212 presents the profile generated by the profile generation AI to the user (step S105). Specifically, the game control unit 212 instructs the user's terminal device 10 to display the profile generated by the profile generation AI on the display unit 18, and the control unit 110 of the terminal device 10, based on the instruction, causes the profile generated by the profile generation AI to be displayed on the display unit 18. Note that, here, "presenting the profile generated by the profile generation AI to the user" may mean presenting the output result of the profile generation AI to the user as is (in other words, displaying it on the display unit 18) without changing its content, or may mean presenting the output result to the user after editing it. Specifically, the game control unit 212 may present the output result to the user after editing it, such as by removing prohibited words. Furthermore, "without changing its content" may include cases where the main text of the profile as the output result is not edited, but headings for each item in the profile (for example, headings such as "personality" or "experience" when the profile includes items such as "personality" or "experience") are deleted or added.

[0145] Next, the control unit 110 of the user's terminal device 10 accepts an operation related to regenerating the profile (step S106). Furthermore, the game control unit 212 determines whether an operation related to regenerating the profile has been performed (step S107). In other words, the game control unit 212 determines whether an operation related to regenerating the profile (for example, an operation on the regenerate button 88) has been performed or an operation related to confirmation (for example, an operation on the complete button 89) has been performed.

[0146] If no operation related to regeneration has been performed (NO in step S107), the game control unit 212 does not regenerate the profile, and instead confirms the profile presented to the user as the character's profile (step S108).

[0147] If an operation for regeneration has been performed (YES in step S107), the game control unit 212 causes the AI ​​to regenerate a profile for the character based on the character data as data indicating the characteristics of the character set by the user in step S101. Specifically, the game control unit 212 returns to the process of step S103, and repeats the processes of steps S103 to S107.

[0148] In this embodiment, the items, tokens, and various logics (in other words, smart contracts) managed on the blockchain are managed on the same blockchain, but some may be managed on different blockchains. The blockchain may be an existing one such as Ethereum or Bitcoin. NFTs corresponding to item A or item B (in other words, NFTed item A or item B) may be able to be bridged from the blockchain on which they were issued to another blockchain.

[0149] Note that each configuration according to this embodiment can also be applied to services (in other words, content) other than the game according to this embodiment. For example, each configuration according to this embodiment may be used to generate a profile of a character (in other words, an avatar) used by a user in a service other than a game.

[0150] The present invention is not limited to the above-described embodiments and can be implemented in various modifications without departing from the spirit of the invention. Within the scope of the present invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0151] <Additional Notes> The configuration of this embodiment may be used, for example, to improve the interest of a service. Furthermore, the configuration of this embodiment may be used, for example, to provide a service that is easy to use. The matters described in the above embodiment may also be written as follows:

[0152] (Appendix 1) Computer, functioning as a generating means (for example, the game control unit 212) that automatically generates a profile of a character used by a user using AI based on the data of the character; The generating means is capable of regenerating the profile based on an instruction from the user; The generating means regenerates the profile by AI based on the character data and specific data that is randomly determined. program. This configuration allows for changes to be made to profiles automatically generated by AI using randomly determined data. Therefore, for example, if a user requests a profile be regenerated, it is possible to change the profile without making any changes to the character itself. This makes it easier to customize the profile to suit individual preferences, thereby increasing the interest of the service.

[0153] (Appendix 2) The character can be manually generated by the user The program described in Appendix 1. According to this configuration, in a configuration in which a profile is automatically generated for a manually generated character, if a user requests the profile to be regenerated, the profile can be changed without requiring the user to make any changes to the character. This makes it easier for the user to customize the profile to their liking without unintentionally changing the parts of the character that the user has set. This can improve the interest of the service.

[0154] (Appendix 3) When regenerating the profile, the generation means generates the profile using the specific data that is different from the specific data used in the previous generation. The program described in Appendix 1. With this configuration, randomness can be introduced into both the previous profile and the current profile by using specific data, thereby increasing the interest of the service.

[0155] (Appendix 4) The specific data is classified into a plurality of types, When regenerating the profile, the generation means generates the profile using specific data of a type different from that of the specific data used in the previous generation. The program described in Appendix 1. With this configuration, it is possible to make it easier for the profile to differ before and after regeneration, thereby increasing the interest of the service.

[0156] (Appendix 5) The character data includes data relating to the character's appearance. A program according to any one of appendices 1 to 3. With this configuration, the profile can be tailored to the character's appearance.

[0157] (Appendix 6) When regenerating the profile, the generation means uses the same data relating to the character's appearance used in generating the profile as that used in the previous generation, but randomly determines the specific data to vary the profile to be generated. The program described in Appendix 5. This configuration allows users to easily customize their profile to their liking without unintentionally changing the character's appearance from the previous profile creation, thereby improving the interest of the service.

[0158] (Appendix 7) a generating means for automatically generating a profile of a character used by a user using AI based on the data of the character; The generating means is capable of regenerating the profile based on an instruction from the user; The generating means regenerates the profile by AI based on the character data and specific data that is randomly determined. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.

[0159] The problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]

[0160] 1 Game system, 3 Blockchain system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 30 Node device, 31 Processor, 32 Memory, 33 Storage, 34 Communication IF, 35 Input / output IF, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Terminal processing unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 213 Asset management unit, 214 Market management unit, 220 Memory unit, 310 Control unit, 320 Memory unit

Claims

1. Computer, When a user playing a game instructs to regenerate a profile related to a character in the game, the system functions as a generation means for regenerating the profile by AI based on the data of the character and specific data determined randomly. program.

2. When a user playing a game instructs the game to regenerate a profile related to a character in the game, the game is provided with a generation means for regenerating the profile using AI based on the character's data and specific data that is randomly determined. Information processing system.

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