Computer system and reflection control method

The computer system addresses the challenge of integrating multiple virtual spaces by limiting reflection control to a target range based on user position, ensuring a unified experience with reduced processing costs and data communication.

JP7803711B2Active Publication Date: 2026-01-21BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021214934
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-28
Publication Date
2026-01-21
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

Managing multiple virtual spaces in a multiplayer environment becomes challenging due to the difficulty in integrating and standardizing changes across different server systems, leading to separate parallel worlds and increased processing costs.

Method used

A computer system that performs mutual reflection control of multiple virtual spaces by limiting the scope of reflection control to a target range based on user character position, using object and event information management, and controlling the timing and content of reflection to reduce processing costs.

Benefits of technology

The system effectively shares and standardizes changes across virtual spaces, reducing processing costs and maintaining a unified worldview experience for users while minimizing data communication and computational load.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a novel technique for commonalizing differences that occurs in individual virtual spaces for a plurality of virtual spaces that are set to the same world view.SOLUTION: A game system is a computer system in which individual user characters can be moved only in a virtual space to which a player participates and reflection control on mutual virtual spaces is performed for a plurality of virtual spaces that have been set to the same world view. The game system manages object information, which is information on an object which is controlled for display for each virtual space. Then, the game system sets a given target range as a common range among the respective virtual spaces, and performs reflection control in which an object that is controlled for display within a target range of a reflection source space of the plurality of virtual spaces is controlled for display by reflecting it in the target range of a reflection destination space of the plurality of virtual spaces.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a computer system for controlling a virtual space. [Background technology]

[0002] There is known a technology that uses computer processing to create a virtual space (e.g., a metaverse, a game space of a massively multiplayer online game, etc.) that is a virtual world different from reality, and places the user's character (e.g., an avatar, a player character, etc.; hereinafter, referred to as "user character") in the virtual space to provide the user with a virtual experience. For example, Patent Document 1 discloses a technology that allows multiple users to share one virtual space and communicate with each other. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-312744 Summary of the Invention [Problem to be solved by the invention]

[0004] When the number of users in a virtual space becomes large, it becomes difficult to manage (or operate) that virtual space using a single computer system. In other words, there is a limit to the number of user characters that can be accommodated in one virtual space. Therefore, in order to operate a multiplayer virtual space, multiple server systems are prepared, each of which controls and manages its own virtual space, with logged-in user characters distributed and managed across multiple virtual spaces. The multiple virtual spaces managed by each server system exist in parallel. However, from the user's perspective, all virtual spaces appear to be the same virtual space, with the basic settings of the virtual space, such as the basic geography, background, and spatial coordinates, being set the same.

[0005] However, since the user characters who log in to each virtual space are different, there is a problem as to whether the changes that occur in each virtual space should be reflected in each other and integrated and standardized.

[0006] For example, if the state changes of each virtual space are not reflected and there is no integration or commonality at all, each virtual space will be identical at the start, but originality may emerge over time depending on the actions of the user characters in each virtual space. If the rules allow users to build houses in virtual spaces and conduct virtual businesses, a furniture store may be located in the same place as a flower shop in one virtual space. In other words, each virtual space will exist as if it were a separate parallel world.

[0007] If the virtual worlds remain in different states, discussions about events in the virtual worlds will not flow smoothly within the user community. This is undesirable for a service that provides multiplayer virtual worlds and claims to have a unified, single worldview, even though it manages multiple parallel virtual worlds on multiple server systems.

[0008] On the other hand, if we were to attempt to integrate and standardize the state of each virtual space in detail, the processing costs would be enormous, making it difficult to achieve. This would ultimately be the same as managing it on a single server system, and would also require high-speed, large-capacity data communications. In this specification, processing costs refer to the amount of calculations and data communications, and can also be thought of as the costs, personnel, and time required for capital investment and maintenance.

[0009] The problem that the present invention aims to solve is to provide a new technology for standardizing differences that arise between multiple virtual spaces set in the same worldview. [Means for solving the problem]

[0010] The first invention for solving the above-mentioned problems is a computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an object information management means (for example, the game server system 1100G in FIG. 1, the processing unit 200g in FIG. 9, the object information management unit 222, the virtual space management data 600 in FIG. 12, and step S14 in FIG. 17) for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means (for example, the game server system 1100G in FIG. 1, the processing unit 200g in FIG. 9, the target range setting unit 228, step S42 in FIG. 17) that sets a given target range to be the target of the reflection control as a common range in the virtual space; a reflection control means (e.g., game server system 1100G of FIG. 1, processing unit 200g of FIG. 9, reflection control unit 230, step S60 of FIG. 18, step S84 of FIG. 19, step S84 of FIG. 19, step S96 of FIG. 19, step S110 of FIG. 19) that performs the reflection control of reflecting and controlling the object, which is display-controlled within the target range of a source space among the plurality of virtual spaces, to the target range of a destination space among the plurality of virtual spaces based on the object information; A computer system comprising:

[0011] According to the first aspect of the present invention, the computer system can share the mutual states of the virtual spaces by reflecting each other's states. In this case, by limiting the scope of the reflection control, the processing cost related to the reflection control can be reduced.

[0012] A second invention is the computer system of the first invention, wherein the object information includes object state information, which is information on any of appearance, form change, parameter setting, and disappearance of the object.

[0013] According to the second invention, the computer system can standardize changes that occur in a plurality of virtual spaces regarding the appearance, shape change, parameter setting, and disappearance of an object.

[0014] A third invention is a computer system according to the first or second invention, wherein the reflection control means controls the timing of executing the reflection control based on the world time related to the source space and the world time related to the destination space (for example, from YES in step S74 to step S96 in FIG. 19).

[0015] "World time" is the date and time in virtual space. According to the third aspect of the present invention, the computer system can execute the timing of reflection control based on world time. For example, reflection control is possible such that the same object appears / disappears at the same world time in each virtual space.

[0016] A fourth invention is a computer system of any of the first to third inventions, wherein the object information management means changes the object information based on the action of the user character regarding the object (for example, step S14 of Figure 17).

[0017] According to the fourth aspect of the present invention, the computer system can change the object information of the objects placed there, i.e., the state of the objects, based on the user's operation input, i.e., the action of the user character, thereby changing each virtual space based on the action of the user character present in that virtual space.

[0018] A fifth invention is the computer system of any one of the first to fourth inventions, wherein the target range setting means sets the target range based on the position of the user character existing in the reflection destination space.

[0019] According to the fifth aspect of the present invention, the computer system can execute the reflection control for a range set based on the position of the user character, thereby reducing processing costs compared to executing the reflection control for the entire virtual space.

[0020] A sixth invention is the computer system of any one of the first to fifth inventions, wherein the reflection control means variably determines the reflection content of the reflection control.

[0021] According to the sixth aspect of the present invention, the computer system can change the reflected content in various ways.

[0022] A seventh invention is the computer system according to the sixth invention, wherein the content of the reflection control includes display control when the content is reflected.

[0023] According to the seventh aspect of the present invention, the computer system can change the content and form of display.

[0024] An eighth invention is a computer system of the sixth or seventh invention, wherein the object information includes reflection availability information relating to the object, and the reflection control means variably determines the reflection content of the reflection control based on the reflection availability information.

[0025] According to the eighth aspect of the present invention, the computer system can execute reflection control by separating objects that are to be reflected from objects that are not to be reflected.

[0026] A ninth invention is a computer system of any of the first to eighth inventions, further comprising a source space selection means (e.g., game server system 1100G in Figure 1, processing unit 200g in Figure 9, reflection relationship selection unit 226, source space selection unit 226a, step S26 in Figure 17) that selects the source space from among the plurality of virtual spaces.

[0027] According to the ninth aspect of the present invention, the computer system can select a source space from among a plurality of virtual spaces, thereby making it possible to change the relationship between the source and the destination.

[0028] A tenth invention is a computer system according to the ninth invention, wherein the source space selection means selects the source space when a given event occurs in the plurality of virtual spaces at a timing that satisfies a predetermined concurrency condition.

[0029] An eleventh invention is the computer system according to the tenth invention, wherein the event is the same event in the plurality of virtual spaces.

[0030] A twelfth invention is the computer system of the tenth invention, wherein the event is a different event in each of the plurality of virtual spaces.

[0031] According to any one of the tenth to twelfth aspects of the present invention, the computer system can select a source space when events occur in a plurality of virtual spaces at a timing that satisfies a predetermined synchronous condition.

[0032] A thirteenth invention is the computer system according to any one of the ninth to twelfth inventions, wherein the source space selection means selects the source space based on the status of each of the plurality of virtual spaces.

[0033] According to the thirteenth aspect, the computer system can select a source space based on the status of each of a plurality of virtual spaces.

[0034] A fourteenth invention is the computer system of any one of the ninth to thirteenth inventions, wherein the source space selection means selects the source space based on a user's usage status related to the virtual space.

[0035] The usage status of users of a virtual space can be expressed, for example, by the number of users using the virtual space, the frequency of usage, and the charging status while using the virtual space (for example, the number of times and amount of purchases of charged items). A highly used virtual space is likely to have many state changes due to the active actions of user characters. In this sense, a highly used virtual space is considered to be of great significance as a reflection source, and the state of that virtual space should be reflected in other virtual spaces. A less used virtual space is considered to be of little significance as a reflection source, but conversely, is considered to be of great significance as a reflection destination.

[0036] Therefore, according to the fourteenth aspect, the computer system can improve the effectiveness of reflection control by selecting the reflection source space based on the user's usage of the virtual space.

[0037] A fifteenth invention is a computer system according to any one of the first to eighth inventions, further comprising a destination space selection means (e.g., the game server system 1100G in FIG. 1, the processing unit 200g in FIG. 9, the reflection relationship selection unit 226, the destination space selection unit 226b, step S26 in FIG. 17) for selecting the destination space from among the plurality of virtual spaces.

[0038] A sixteenth aspect of the present invention is the computer system according to the fifteenth aspect of the present invention, wherein the destination space selection means selects the destination space based on the status of each of the plurality of virtual spaces.

[0039] A seventeenth aspect of the present invention is the computer system according to the fifteenth or sixteenth aspect of the present invention, wherein the destination space selection means selects the destination space based on a user's usage of the virtual space.

[0040] According to any one of the fifteenth to seventeenth aspects of the present invention, the computer system can select a destination space from among a plurality of virtual spaces, thereby making it possible to change the relationship between the source and destination.

[0041] An eighteenth invention is the computer system of any one of the first to seventeenth inventions, wherein the reflection control means executes the reflection control when a given reflection invocation condition is satisfied.

[0042] According to the eighteenth aspect, the computer system can execute the reflection control when the reflection invocation condition is satisfied, thereby reducing processing costs compared to when the reflection control is executed at any time.

[0043] A nineteenth invention is the computer system of any one of the first to eighteenth inventions, further comprising a server system for each virtual space that manages the virtual space.

[0044] According to the nineteenth aspect of the present invention, a configuration can be adopted in which a plurality of server systems are prepared and each of them manages a virtual space.

[0045] A twentieth invention is a computer system in which individual user characters can move only within the virtual space in which they have participated, and which performs mutual reflection control of multiple virtual spaces set in the same world view, the computer system comprising: an event information management means (e.g., the event information management unit 232 in FIG. 9, the triggered event information 650 in FIG. 12, step S16 in FIG. 17) for managing event information, which is information on events for each virtual space; a target range setting means for setting a given target range to be the target of the reflection control as a range common to the virtual spaces; and a reflection control means for performing the reflection control, based on the event information, to reflect and display the event that occurs within the target range of a source space of one of the multiple virtual spaces into the target range of a destination space of one of the multiple virtual spaces.

[0046] According to the twentieth aspect of the present invention, the computer system can share the status of events in the virtual space by reflecting them to each other. In this case, by limiting the scope of the reflection control, the processing cost for the reflection control can be reduced.

[0047] A 21st invention is a reflection control method in which a computer system performs reflection control of multiple virtual spaces set in the same world view, in which individual user characters can move only within the virtual space in which they have joined, the reflection control method including: managing object information which is information on objects whose display is controlled for each virtual space; setting a given target range to be the target of the reflection control as a range common to the virtual spaces; and performing the reflection control to reflect and display the objects whose display is controlled within the target range of a source space of one of the multiple virtual spaces, based on the object information, into the target range of a destination space of one of the multiple virtual spaces.

[0048] According to the twenty-first aspect of the present invention, a reflection control method can be realized that provides the same effects as those of the first aspect of the present invention.

[0049] A 22nd invention is a reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same world view, in which individual user characters can move only within the virtual space in which they have participated, the reflection control method including: managing event information which is information on events for each virtual space; setting a given target range to be the target of the reflection control as a range common to the virtual spaces; and performing the reflection control to reflect and display the event that occurs within the target range of a source space of one of the multiple virtual spaces based on the event information, in the target range of a destination space of one of the multiple virtual spaces.

[0050] According to the twenty-second aspect of the present invention, a reflection control method can be realized that has the same effects as the twentieth aspect of the present invention. [Brief explanation of the drawings]

[0051] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Figure 2] FIG. 1 is a diagram for explaining a virtual space provided by a game system. [Figure 3]FIG. 10 is a diagram for explaining reflection control. [Figure 4] FIG. 10 is a diagram for explaining an example of setting a target range. [Figure 5] FIG. 10 is a diagram for explaining "thinning out of reflection targets." [Figure 6] FIG. 10 is a diagram for explaining "thinning out of reflection periods." [Figure 7] FIG. 10 is a diagram for explaining "thinning out reflected content." [Figure 8] FIG. 2 is a block diagram showing an example of the functional configuration of a portal server system. [Figure 9] FIG. 1 is a block diagram showing an example of the functional configuration of a game server system. [Figure 10] FIG. 2 is a diagram showing examples of programs and data stored in a storage unit of the game server system. [Figure 11] FIG. 4 is a diagram showing an example of the data configuration of usage status information. [Figure 12] FIG. 2 is a diagram showing an example of the data configuration of virtual space management data. [Figure 13] FIG. 4 is a diagram showing an example of the data configuration of background object information. [Figure 14] FIG. 10 is a diagram showing an example of the data configuration of user character information. [Figure 15] FIG. 10 is a diagram showing an example of the data configuration of additional object information. [Figure 16] FIG. 2 is a block diagram showing an example of the functional configuration of a user terminal. [Figure 17] 10 is a flowchart illustrating a processing flow in the game server system. [Figure 18] Flowchart continued from Figure 17. [Figure 19] Flowchart continued from Figure 18. DETAILED DESCRIPTION OF THE INVENTION

[0052] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.

[0053] FIG. 1 is a diagram showing an example of the configuration of a game system 1000. As shown in FIG. The game system 1000 is a system for providing users with a virtual experience in a virtual space as a multiplayer online game. The game system 1000 is a computer system that includes an operation system 1010 and user terminals 1500 (1500a, 1500b, ...) connected to each other via a network 9 so as to enable data communication, and the user terminals 1500 function as a man-machine interface (MMIF).

[0054] The network 9 refers to a communication path that allows data communication. That is, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, and the Internet.

[0055] The operation system 1010 is a computer system managed and operated by a service provider / system operator, and includes a portal server system 1100P and a plurality of game server systems 1100G (1100Ga, 1100Gb, . . . ).

[0056] The portal server system 1100P is a server system that is first accessed by the user terminal 1500 to use various services related to online games. The portal server system 1100P performs functions related to, for example, user registration, management of online sales of various game-related items, allocation of users to game servers (or reception of user selection of game server to use), etc.

[0057] Each of the game server systems 1100G (1100Ga, 1100Gb, . . . ) communicates with one or more user terminals 1500 and functions as a game server with the user terminals 1500 as game clients.

[0058] The portal server system 1100P and the game server system 1100G can achieve the same basic functions as computer systems. That is, the portal server system 1100P and the game server system 1100G have a main device 1101, a keyboard, a touch panel, and storage 1140, and a control board 1150 is mounted on the main device 1101. The control board 1150 is mounted with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0059] However, the portal server system 1100P and the game server system 1100G each realize their own separate functions by the control board 1150 performing arithmetic processing based on predetermined programs and data.

[0060] In the drawings, the portal server system 1100P and the game server system 1100G are each depicted as a single server device, but they may be configured as multiple devices. For example, the portal server system 1100P and the game server system 1100G may be configured as multiple blade servers each performing a different function, connected to each other via an internal bus for data communication. Furthermore, the location of the hardware constituting the portal server system 1100P and the game server system 1100G is not important. Multiple independent servers installed in different locations may communicate data via the network 9 to function as the portal server system 1100P or the game server system 1100G as a whole.

[0061] The user terminal 1500 is a computer system that a user uses to utilize the game system 1000. The user terminal 1500 functions as a man-machine interface in the game system 1000.

[0062] 1, the user terminal 1500 is represented as a device known as a smartphone, but any computer system may be used, such as a wearable computer, a portable game device, a home game device, a tablet computer, or a personal computer. When multiple electronic devices, such as a combination of a smartphone and a smartwatch or head-mounted display connected to the smartphone, are communicatively connected to perform a single function, these multiple electronic devices can be regarded as a single user terminal 1500.

[0063] The user terminal 1500 includes an operation input device (e.g., a touch panel 1506, a keyboard, a game controller, a mouse, etc.), an image display device (e.g., a touch panel 1506, a head-mounted display, a glasses-type display, etc.), and a control board 1550.

[0064] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM, and a ROM, a communication module 1553 for connecting to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. A part or all of the control board 1550 may be configured using an ASIC, an FPGA, or an SoC. The control board 1550 stores programs and various data for realizing the functions of a user terminal in the IC memory 1552. The user terminal 1500 executes a predetermined application program to realize the functions of an MMIF of the game system 1000 and as a game client.

[0065] The user terminal 1500 is configured to download application programs and various data required for their execution from the portal server system 1100P, but may also be configured to read them from a storage medium such as a memory card separately obtained by the user.

[0066] FIG. 2 is a diagram illustrating the virtual space 3 provided by the game system 1000. As shown in FIG. The virtual space 3 is set as a three-dimensional virtual world that expresses a common worldview (common game world) for all users. The virtual space 3 has a space and time flow that differs from reality, and continues to exist as data in the game system 1000 even when a user is not logged in, and time passes and changes in the virtual space as time passes in the real world.

[0067] There are multiple virtual spaces 3 (3a, 3b, ...) that exist simultaneously in parallel within the virtual space 3. Each game server system 1100G (1100Ga, 1100Gb, ...) stores and manages the data of one virtual space 3 (3a, 3b, ...). Each virtual space 3 (3a, 3b, ...) is an independent entity as data, but the size of the virtual space 3 described by that virtual space, the position coordinate system, and the rules applied there are the same, and they share a common worldview.

[0068] A user operates his / her user terminal 1500 to log in to one of the game server systems 1100G (1100Ga, 1100Gb, ...). The game server system 1100G places the user character 4 (4a, 4b, ...) of the logged-in user terminal 1500 in a virtual space 3 (3a, 3b, ...) managed by the game server system 1100G. The game server system 1100G then controls the actions of the user character 4 within the virtual space 3 in response to the user's operational input, and as a result of the actions, changes the virtual space 3 by causing objects constituting the virtual space 3 (3a, 3b, ...) to appear, move, change shape, or disappear. In other words, the user can participate in the virtual space 3 managed by the game server system 1100G to which he / she has logged in using the user terminal 1500 as the user character 4 and enjoy a virtual experience in the virtual space 3.

[0069] In the virtual space 3 (3a, 3b, . . . ), roughly divided, a base object 10, a background object 20, an object of the user character 4, and the like are arranged.

[0070] The basic object 10 is an object that allows the user to perceive that he or she has logged into a virtual space 3 that has a common worldview, even if the user logs into a different game server system 1100G. For example, this includes objects that represent terrain (or structures equivalent thereto), buildings, ruins, dungeon entrances, etc.

[0071] The background objects 20 are objects that are not classified as the user character 4 or the basic objects 10. Examples of background objects 20 include various NPCs (non-player characters), arbitrarily placed objects 21 (21b) that the user character 4 can place / move / remove at will, mechanism objects 22 (22a, 22b, ...) whose state the user character 4 can change, and event objects 23 that appear when an event is triggered.

[0072] At the beginning of system operation, all virtual spaces 3 (3a, 3b, ...) are in the same initial state. That is, in the initial state, the base objects 10 and background objects 20 are in the same positions and in the same state. However, changes in the state of objects in the virtual spaces 3 (3a, 3b, ...) as a result of the actions of the user character 4 remain as local events in that virtual space 3. As a result, each virtual space 3 (3a, 3b, ...) will have an originality that differs from the initial state as time passes after the system starts operating.

[0073] This will be described with reference to Fig. 2. As shown in Fig. 2, each virtual space 3 (3a, 3b, ...) contains a user character 4 (4a, 4b, ...) that has logged in to the corresponding virtual space 3. In virtual space 3b, user character 4d places sign 21b, an arbitrarily placed object, but this is a local event in virtual space 3b, and no object corresponding to sign 21b exists in other virtual spaces 3a and 3c.

[0074] In virtual space 3c, event-activating device object 22c, which is one of the background objects 20, is knocked down and activated, but this is a local event in virtual space 3c, and device objects 22a and 22b installed in the same position in other virtual spaces 3a and 3b are not knocked down.

[0075] Furthermore, in virtual space 3c, when the trap object 22c is defeated, a predetermined event associated with the trap object 22c (for example, a performance of dance or music by an NPC (non-player character), or the appearance of an NPC that is a raid boss) is triggered, and an event object 23 related to this is placed; however, this is a local event in the virtual space 3c, and no object corresponding to the event object 23 is placed in the other virtual spaces 3a and 3b.

[0076] The operation system 1010 performs "reflection control" to share the originality arising from local events in the virtual space 3 (3a, 3b, ...) so that the user can recognize the worldview represented by the virtual space 3 (3a, 3b, ...). There are various variations in the sharing of reflection control.

[0077] FIG. 3 is a diagram for explaining the reflection control. The reflection control is executed for each game server system 1100G. In the example of Fig. 3, the game server system 1100Ga executes the reflection control.

[0078] Regarding the reflection control, the game server system 1100Ga sets a target range 40 of the reflection control for each user currently playing (using) the virtual space 3a managed by the game server system 1100Ga, that is, for each user character 4. In the example of FIG. 3, the user character 4a is focused on as a setting reference for the target range 40.

[0079] The game server system 1100Ga determines the target range 40a using the position coordinates of the target user character 4a in the virtual space 3a as a reference position. Because the coordinate systems of each of the virtual spaces 3a, 3b, and 3c are set to be the same, determining the target range 40a in the virtual space 3a uniquely determines the target ranges 40b and 40c with the same coordinates in the other virtual spaces 3b and 3c. The game server system 1100Ga then obtains from the game server system 1100Gb information about the latest status of the objects (excluding the user character 4 and the base object 10) included in the target range 40b in the virtual space 3b managed by the game server system 1100Gb. In the example of FIG. 3, information about the status of the marker 21b and the trap object 22b is obtained.

[0080] Similarly, the game server system 1100Ga obtains from the game server system 1100Gc information about the latest states of objects included in the target range 40c in the virtual space 3c managed by the game server system 1100Gc. In the example of Fig. 3, information is obtained that the device object 22c is in an event activation state (fallen state). As a result of the device object 22c being in the event activation state, an event object 23 has appeared in the virtual space 3c, but because the event object 23 is not within the target range 40c, information about the state of the event object 23 is not obtained.

[0081] Then, the game server system 1100Ga uses its own virtual space 3a as the reflection destination, and the virtual space 3b of the game server system 1100Gb and the virtual space 3c of the game server system 1100Gc as the reflection sources, and reflects the states of the objects in the source target ranges 40b and 40c into the destination target range 40a.

[0082] 3, the game server system 1100Ga changes the state of the device object 22a in its own virtual space 3a to the same state as the device object 22c in the virtual space 3c. The states to be reflected have a priority, and an event-activated state (fallen state) takes precedence over a state where the event is not activated (fallen state). Furthermore, since the sign 21b in the virtual space 3b does not exist in its own virtual space 3a, the game server system 1100Ga adds the sign 21a as an additional object.

[0083] When adding an additional object (in this case, sign 21a), if the additional object appears in virtual space 3a instantaneously, it will create a sense of incongruity, so the additional object is initially added in a transparent or nearly transparent state (for example, 100% transparency), and then controlled so that over time it gradually reaches the same transparency as sign 21b in the source virtual space 3b (for example, 0% transparency). This is called temporal control of the reflection rate. In terms of reflection rate, 100% transparency at the time of addition is equivalent to a reflection rate of 0%.

[0084] 2, consider a case where the game server system 1100Gb focuses on the user character 4f, sets a target range 40b in the virtual space 3b, and executes reflection control. In this case, the event object 23 exists within the target range 40c of the virtual space 3c managed by the game server system 1100Gc, which is in the same position as the target range 40b, and therefore an additional object corresponding to the event object 23 is added to the virtual space 3b.

[0085] Thereafter, the state of the event object 23 in the virtual space 3c is reflected in this additional object each time the game server system 1100Gb repeats the reflection control. Therefore, the user of the user character 4f can virtually experience an event in another virtual space 3c where the user character 4f is not placed.

[0086] If the event related to the event object 23 is a character interaction event in which characters defeat a raid boss character to receive a reward, the user character 4f may also be controlled to participate in the event. In other words, if the user character 4f attacks and damages an additional object corresponding to the event object 23 in the virtual space 3c, the user character 4f may receive a reward according to the damage.

[0087] FIG. 4 is a diagram for explaining an example of setting the target range 40. In FIG. The target range 40 is set as a sphere that represents the field of view of the user character 4, including the current position P (black dot in FIG. 4) of the user character 4 in the virtual space 3. The radius R of the sphere is determined by a predetermined function whose variables are the altitude ALT of the user character 4 and an environmental parameter value Fe that affects the field of view distance (for example, brightness of the virtual space, presence or absence of fog, whether inside clouds, etc.).

[0088] Specifically, the larger the altitude ALT, the wider the field of view of the user character 4, so it is preferable to set the function so that the radius R increases as the altitude ALT increases, and remains almost unchanged above a certain altitude value. Also, if the environmental parameter value Fe is brightness, it is preferable to set the function so that the radius R increases as the environmental parameter value Fe increases, and remains almost unchanged above a certain brightness value. Note that the function and variables of the radius R are not limited to these and can be set as appropriate.

[0089] The shape of the target range 40 and the relative positional relationship of the user character 4 in the target range 40 are not limited to the example in Figure 3 and can be set as appropriate. For example, the shape of the target range 40 may be the shape of a viewing frustum facing the line of sight of the user character 4.

[0090] By limiting the reflection control to a target range 40 determined based on the current position P of the user character 4, the processing cost is much lower than when the entire virtual space 3 (3a, 3b, ...) is reflected and controlled in detail between each other.

[0091] The target range 40 described above is determined for each user character 4, and reflection control is performed. Therefore, within the range that the user can see through the game screen, even if the virtual spaces 3 (3a, 3b, ...) are different, a common world is visible. This makes it possible for all users to feel as if they are in the same single world.

[0092] Furthermore, the operation system 1010 performs "thinning out of reflection targets," "thinning out of reflection cycles," and "thinning out of reflection contents" in order to further reduce the processing cost of standardizing the differences between the virtual spaces 3.

[0093] FIG. 5 is a diagram for explaining "thinning out of the reflection target." 5, there are two small objects 24a, 24b and two large objects 25a, 25b within the target range 40 set for the user character 4. The relative distance between the small object 24a and the large object 25a and the user character 4 is equal to or less than a predetermined first threshold L1, so these objects are recognized as objects to be reflected regardless of their sizes.

[0094] However, the relative distances of the small object 24b and the large object 25b from the user character 4 are greater than the first threshold L1. The small object 24b is not a reflection target because its size reflected in the field of view of the user character 4 is small and has little effect on the user recognizing the difference in virtual space between the reflection destination and the reflection source. The large object 25b is also a reasonable size reflected in the field of view of the user character 4, so it can cause the user to recognize the difference in virtual space 3. Therefore, the large object 25b is a reflection target. In other words, objects that are far from the user character 4 and appear only small in the field of view are excluded or thinned out from the objects of reflection control to reduce processing costs.

[0095] The small objects 24a, 24b and the large objects 25a, 25b can be distinguished by setting a threshold value for the object size in advance. Three or more size categories may be set, and in that case, two types of relative distance threshold values ​​may be prepared to finely divide the range of categories of objects to be used as reflection objects, thereby enabling more detailed reductions in processing costs.

[0096] Depending on the type of object, thinning out from the reflection target may not be applied based on the size. For example, in the case of an item, it may be possible to set it as an object to be reflected regardless of its size.

[0097] FIG. 6 is a diagram for explaining "thinning out the reflection period." In this example, the target range 40 of the user character 4 includes a sign 21a that is an immovable object and an NPC 26 that is a moving object.

[0098] From the viewpoint of screen display quality, it is preferable that the timing for executing the above-mentioned reflection control be set to a short cycle approximately equal to the refresh rate of the display screen of the user terminal 1500. In the case of a moving object such as the NPC 26, its movement must be expressed smoothly, and if the NPC 26 is an enemy character, there is a possibility that the user character 4 will be damaged. Therefore, it can be said that the reflection control should be performed continuously at a cycle approximately equal to the refresh rate.

[0099] On the other hand, since the sign 21a does not have any moving elements, there is little need to perform continuous reflection control at a period similar to the refresh rate and with the processing cost involved. For example, even if reflection control is performed every few seconds, there is little possibility of causing inconsistency in the user's perception of the virtual space. Therefore, reflection control for the sign 21a is performed at a period longer than the timing period for reflection control of the NPC 26. In other words, the reflection period for the NPC 26 is thinned out.

[0100] In this way, by varying the timing for executing reflection control for an object depending on the type and attribute of the object (in this case, whether it moves or not), the number of objects that are the subject of reflection control at each timing can be reduced, thereby reducing processing costs. Note that thinning out the reflection cycle may be omitted if the processing capacity of the game server system 1100G is sufficiently high and the communication speed is also sufficient.

[0101] FIG. 7 is a diagram for explaining "thinning out reflected content." In the example of Fig. 7, markers 21d and 21e are selected as objects to be reflected within the target range 40 of the user character 4. For marker 21d, whose relative distance to the user character 4 is equal to or less than a predetermined second threshold L2, all of the status items of the object are reflected from the reflection source virtual space 3 to the reflection destination virtual space 3. For marker 21e, whose relative distance is greater than the second threshold L2, only some of the status items of the object are reflected.

[0102] Specifically, since the sign 21d is located near the user character 4, all of the status items are reflected, such as accessory objects added to the main object of the sign 21d (for example, a knife stuck in the sign, a dragonfly perched on it, etc.), skin with detailed coloring (for example, skin with dirt, sign letters, etc. drawn on it), etc. In other words, even the details are reflected.

[0103] On the other hand, the sign 21e is far away from the user character 4, and the sign 21e appears small in the field of view of the user character 4. Therefore, even if the reflection of the details of the sign 21e is omitted, there is little possibility that a contradiction will arise in the user's perception of it as a single virtual space. Therefore, the reflection of the accessory objects added to the main object of the sign 21e is omitted, and details applied in the reflection source (for example, text or dirt indicating the content of the sign) are omitted, and a simple color scheme is used.

[0104] In this way, the processing cost can be reduced by omitting some of the information that represents the state of the object to be reflected and thinning out the reflected content before executing the reflection control. In other words, thinning out the reflected content can be said to change the content related to the display control when reflecting.

[0105] Next, the functional configuration will be described. FIG. 8 is a block diagram showing an example of the functional configuration of the portal server system 1100P. The portal server system 1100P includes an operation input unit 100p, a processing unit 200p, a sound output unit 390p, an image display unit 392p, a communication unit 394p, and a storage unit 500p.

[0106] The operation input unit 100p is a means for inputting various operations for managing the portal server system 1100P, such as a keyboard, a touch panel, or a mouse.

[0107] The processing unit 200p is realized by electronic components such as a processor serving as an arithmetic circuit, such as a CPU, GPU, ASIC, or FPGA, as well as IC memory, and controls the input and output of data between the processing unit 200p and each functional unit, including the operation input unit 100p and the storage unit 500p.The processing unit 200p performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100p, data received from the user terminal 1500, the game server system 1100G (1100Ga, 1100Gb, ...), etc., and comprehensively controls the operation of the portal server system 1100P.

[0108] The processing unit 200p includes a user management unit 202, a server allocation control unit 204, an accounting management unit 206, a timer 280p, a sound generation unit 290p, an image generation unit 292p, and a communication control unit 294p. Of course, other functional units may also be included as appropriate.

[0109] The user management unit 202 performs processing related to user registration procedures and stores and manages various information linked to user accounts.

[0110] The server allocation control unit 204 controls allocation of users who wish to use the service to one of the game server systems 1100G. The game server system 1100G to which the user is allocated may be determined fixedly for each user, or may be variably selected and determined for each login. The method for determining the game server system 1100G to which the user is allocated may be automatic, or may be determined based on the user's preference.

[0111] The billing management unit 206 performs various controls related to the realization of billing elements, such as the usage fee for the game system 1000 and the purchase of items that can be used in the game.

[0112] The timekeeping unit 280p uses a system clock to measure various times such as the current date and time and time limits.

[0113] The sound generation unit 290p is realized by executing an IC or software that generates and decodes audio data. The sound generation unit 290p outputs the generated audio signal to the sound output unit 390p. The sound output unit 390p is realized by a speaker or the like, and emits sound based on the audio signal.

[0114] The image generation unit 292p generates images of various management screens for system management of the portal server system 1100P, and outputs the image data to the image display unit 392p. The image display unit 392p is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0115] The communication control unit 294p executes data processing related to data communication and realizes data exchange with external devices via the communication unit 394p. The communication unit 394p connects to the network 9 to realize communication. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication device 1153.

[0116] The storage unit 500p stores programs and various data for implementing various functions that allow the processing unit 200p to comprehensively control the portal server system 1100P. The storage unit 500p is also used as a working area for the processing unit 200p, temporarily storing the results of calculations executed by the processing unit 200p in accordance with the various programs. This function is realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disks mounted on the main device 1101. Online storage may also be included in the storage unit 500p.

[0117] The storage unit 500p stores a portal server program 501, a distribution client program 502, billing management data 509, user management data 510, and login management data 520. The storage unit 500p also stores other programs and data (for example, timers, counters, various flags, current date and time, etc.) as appropriate.

[0118] The portal server program 501 is a program that is read and executed by the processing unit 200p to cause the portal server system 1100P to function as the user management unit 202, the server allocation control unit 204, the billing management unit 206, and the like.

[0119] The delivery client program 502 is the original client program provided to the user terminal 1500 and executed thereon.

[0120] The billing management data 509 includes various data related to billing, such as service usage fees, item-specific fees, and inventory information.

[0121] User management data 510 is prepared for each user who has completed the registration procedure and is managed by the user management unit 202. The user management data 510 stores various data related to the user. Specifically, the user management data 510 includes a user account 511 unique to the user, a player level 512 that is automatically determined based on the user's game play results, server usage history data 513 that is a history of which game server system 1100G was used, billing history data 514, save data 515, and the like. The save data 515 includes user character setting data 516, and the like.

[0122] The login management data 520 is data for managing the login status of users in the entire game system 1000, and is created for each logged-in user.

[0123] 9 is a block diagram showing an example of the functional configuration of a game server system 1100G (1100Ga, 1100Gb, ...). The game server system 1100G includes an operation input unit 100g, a processing unit 200g, a sound output unit 390g, an image display unit 392g, a communication unit 394g, and a storage unit 500g.

[0124] The operation input unit 100g is a means for inputting various operations for managing the game server system 1100G, such as a keyboard, a touch panel, or a mouse.

[0125] The processing unit 200g is realized by electronic components such as a processor serving as an arithmetic circuit, such as a CPU, GPU, ASIC, or FPGA, as well as IC memory, and controls the input and output of data between the processing unit 200g and each functional unit, including the operation input unit 100g and the storage unit 500g.The processing unit 200g performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100g, data received from the user terminal 1500, the portal server system 1100P, etc., and comprehensively controls the operation of the game server system 1100G.

[0126] The processing unit 200g includes a virtual space management unit 220, a timer 280g, a sound generation unit 290g, an image generation unit 292g, and a communication control unit 294g. Of course, other functional units may also be included as appropriate.

[0127] The virtual space management unit 220 executes various controls relating to the construction and management of the virtual space. Specifically, the virtual space management unit 220 includes an object information management unit 222, a usage status information update unit 224, a reflection relationship selection unit 226, a target range setting unit 228, a reflection control unit 230, and an event information management unit 232.

[0128] The object information management unit 222 controls the management of object information, which is information about objects whose display is controlled for each virtual space 3. Specifically, the object information management unit 222 changes the object information based on the action of the user character 4 regarding the object.

[0129] The usage status information update unit 224 updates information representing the usage status of the game server system 1100G, and also controls the provision of information representing the usage status to other game server systems 1100G (or the acquisition of information representing the usage status of other game server systems 1100G).

[0130] The reflection relationship selection unit 226 selects a source space and a destination space from among a plurality of virtual spaces 3. Specifically, the reflection relationship selection unit 226 selects a source space and a destination space based on the user's usage status of the virtual space. In other words, the reflection relationship selection unit 226 has a source space selection unit 226a that selects a source space, and a destination space selection unit 226b that selects a destination space.

[0131] The target range setting unit 228 sets a given target range 40 to be the target of reflection control as a range common to the virtual spaces 3. Specifically, the target range setting unit 228 sets the target range 40 based on the position of the user character 4 existing in the reflection destination space (see FIG. 4).

[0132] The reflection control unit 230 executes reflection control based on object information to reflect and display objects within the target range 40 of a source space among the multiple virtual spaces 3 into the target range 40 of a destination space among the multiple virtual spaces 3, when a given reflection activation condition is satisfied.

[0133] Furthermore, the reflection control unit 230 selects a target for reflection control from among the objects selected based on the target range 40. For example, this corresponds to thinning out the reflection target (see FIG. 5).

[0134] Furthermore, the reflection control unit 230 determines the timing for executing reflection control based on the attributes of the object to be reflected, for example, thinning out the reflection cycle (see FIG. 6).

[0135] Furthermore, the reflection control unit 230 variably determines the reflection content of the reflection control. Specifically, the reflection control unit 230 variably determines the reflection content of the reflection control based on the reflection availability information related to the object.

[0136] For example, when an unevenly distributed object that exists in the reflection source but not in the reflection destination is added as an additional object to the reflection destination, the reflection rate (transparency) can be variably determined. Another example is thinning out the status items of the object to be reflected (see Figure 7). Also, by appropriately setting the reflection availability information, it is possible to reduce the number of objects to be reflected and reduce processing costs, or to set an object that appears only in a specific virtual space 3.

[0137] Furthermore, the reflection control unit 230 controls the timing of executing reflection control based on the world time related to the reflection source space and the world time related to the reflection destination space.

[0138] The "world time" referred to here is the date and time in the virtual space 3 (game world). In a situation where there is a discrepancy in the world time of each virtual space 3, the reflection control unit 230 can adjust the timing of executing the reflection control to the world time standard of each virtual space 3 (for example, to set the world time to "noon" in each virtual space 3).

[0139] The event information management unit 232 stores and manages information relating to events that occur in the virtual space 3 managed by the game server system 1100G.

[0140] The timekeeping unit 280g uses the system clock to measure various times such as the current date and time and time limits.

[0141] The sound generation unit 290g is implemented by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds, sound effects, background music, and voice calls related to system management of the game server system 1100G and provision of online games. Audio signals related to system management are output to the sound output unit 390g. The sound output unit 390g is implemented by a speaker or the like, and emits sound based on the audio signal.

[0142] The image generation unit 292g generates images for various management screens for system management of the game server system 1100G and outputs the image data to the image display unit 392g. The image display unit 392g is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0143] The image generation unit 292g generates images related to game play, for example, rendering images of the virtual space 3 to be displayed on each user terminal 1500.

[0144] The communication control unit 294g realizes data exchange with an external device via a communication unit 394g. The communication unit 394g realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication device 1153.

[0145] The storage unit 500g stores programs and various data for implementing various functions that allow the processing unit 200g to comprehensively control the game server system 1100G. It is also used as a working area for the processing unit 200g, temporarily storing the results of calculations executed by the processing unit 200g in accordance with various programs. This function is realized, for example, by IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disk mounted on the main unit 1101. Online storage may also be included in the storage unit 500g.

[0146] 10 is a diagram showing examples of programs and data stored in the storage unit 500g of the game server system 1100G. The storage unit 500g stores, for example, a game server program 503, virtual space initial setting data 530, a login user list 532 indicating users logged in to the game server system 1100G, usage status information 540 of the game server system 1100G, other usage status information 540t acquired from other game server systems 1100G, reflection relationship selection criteria data 560, virtual space management data 600, reflection relationship setting data 670, reflection control data 700 that temporarily stores various data related to the execution of reflection control, and a current date and time 900. Of course, data other than these may also be stored as appropriate.

[0147] The game server program 503 is a program that causes the processing unit 200g to function as the virtual space management unit 220 by being read and executed by the processing unit 200g.

[0148] The virtual space initial setting data 530 stores various data that define the initial state of the virtual space 3, and various data required for controlling the initial state of each type of object that appears in the virtual space 3 and the display and operation of the object. Since the virtual space 3 in this embodiment is a game space, the virtual space initial setting data 530 can also be said to be game initial setting data. Various setting data related to game rules is also included here.

[0149] For example, the virtual space initial setting data 530 includes data on the base object 10 and data on the background object 20. For example, the base object 10 includes model data and skin data. The virtual space initial setting data 530 also includes data on which type of base object 10 is to be placed at which position in the virtual space 3 and in what posture.

[0150] The background object 20 includes model data, skin data, movement control data, setting data on how the form changes depending on the actions of the user character 4, and the like.

[0151] Furthermore, when the virtual space initial setting data 530 includes data of the initial user character 4, it includes model data, skin data, movement control data, initial ability parameter values, and the like of the initial user character 4. The virtual space initial setting data 530 also includes item data, model data, skin data, motion data, initial ability parameter values, and the like, related to NPCs that appear in the virtual space.

[0152] The usage status information 540 and other usage status information 540t have a data structure as shown in FIG. Specifically, the usage status information 540 includes (1) a unique server system ID 541 indicating which game server system 1100G the information indicates the usage status of, (2) a virtual space ID 543 unique to the virtual space 3 managed by the game server system 1100G indicated by the server system ID 541, (3) a world time 545 in the virtual space 3 indicated by the virtual space ID 543, (4) a number of users 547 which is the number of users logged in to the game server system 1100G, (5) a total charge amount 549 derived from the billing history data 514 of the currently logged-in user, (6) a usage frequency 551 derived from the usage server history data 513 of the currently logged-in user, (7) a user level distribution 553 derived from the player level 512 of the currently logged-in user, (8) a load status value 555 representing the performance of the game server system 1100G, and (9) a communication quality parameter value 557. Of course, information other than the above may also be included as appropriate in the usage status information 540. The data structure of the other usage status information 540t is the same as that of the usage status information 540.

[0153] The load status value 555 is described by, for example, one or more performance parameter values ​​related to the CPU or memory.

[0154] The communication quality parameter value 557 is a parameter value that indicates the quality of the communication conditions between the game server system 1100G and other game server systems 1100G. For example, it is described using parameter values ​​such as communication speed, delay, packet loss, etc., and parameter values ​​calculated using these as variables.

[0155] 10, the reflection relationship selection criteria data 560 is data indicating the setting criteria for the reference relationships of the virtual spaces 3 related to reflection control, and is prepared for various situations. One piece of reflection relationship selection criteria data 560 includes, for example, application requirements indicating the situation in which the criteria data is applied, a reflection destination setting that serves as the criterion for selecting the reflection destination virtual space 3 in a situation in which the application requirements are satisfied, and a reflection source setting that serves as the criterion for selecting the reflection source virtual space 3 in a situation in which the application requirements are satisfied.

[0156] The application requirement is written by combining multiple sub-conditions with AND or OR. The sub-conditions may be written using parameter values ​​of items included in the usage status information 540. For example, if the application requirements include a sub-condition described using the range of the difference in the number of users 547 between the own machine (the game server system 1100G for which a reflection relationship is to be selected) and another machine (the other game server system 1100G), it becomes possible to select a reflection relationship such that another machine with a large difference in the number of users 547 is included / not included in the reflection source. Also, for example, if the application requirements include a range of the number of users 547 of the other machine, it becomes possible to select a reflection relationship such that another machine with a number of users 547 greater than a threshold is selected / not selected as the reflection source.

[0157] Of course, instead of the number of users 547, sub-conditions may be set using the total billing amount 549, the usage frequency 551, the user level distribution 553, the load status value 555, or the communication quality parameter value 557. For example, if the application requirements include a sub-condition described using the load status value 555, it becomes possible to not select a game server system 1100G with a high load status as a reflection source. Also, for example, if the application requirements include a sub-condition described using the communication quality parameter value 557, it becomes possible to not select a game server system 1100G with poor communication status and long communication times as a reflection source.

[0158] The reflection destination setting basically indicates the virtual space 3 managed by the player (the game server system 1100G that is about to select the reflection relationship). The reflection source setting basically indicates the virtual space 3 managed by another player that meets the application requirements.

[0159] The virtual space management data 600 stores various data describing the latest state of the virtual space 3 managed by the game server system 1100G. As shown in Fig. 12, the virtual space management data 600 includes, for example, a unique virtual space ID 601, a world time 603, basic object information 605, background object information 610, user character information 620, additional object information 640, and triggered event information 650. Of course, other data may also be included as appropriate.

[0160] The world time 603 is the date and time of the virtual space 3. Basically, the world time 603 of the virtual space 3 of different game server systems 1100G is synchronized based on the respective standard time. The world time 603 may be different in the virtual space 3 of different game server systems 1100G by intentionally setting a deviation from the standard time.

[0161] The base object information 605 is prepared for each base object 10 (e.g., the geography and major buildings that make up the virtual space, etc.) that forms the basis for allowing the user to perceive that the worldview of each virtual space 3 is the same, and stores parameter values ​​(e.g., position, posture, applied skin data, type of motion data, etc.) that describe the latest state of the base object 10. The state of the base object 10 does not generally change depending on the actions of the user in the virtual space 3 via the user character 4. In other words, the base object 10 is not subject to reflection control.

[0162] Background object information 610 is prepared for each background object 20 and stores various data describing its latest state. Background object information 610 is created when a new background object is placed in the virtual space 3, and is deleted when the object is released from the placement and disappears. For example, as shown in FIG. 13, one piece of background object information 610 includes a unique object ID 611, an object type 613, position coordinates 615, and object state information 617. Of course, other data may also be included as appropriate.

[0163] The object state information 617 is prepared for each item representing the state of the object, and stores data representing the latest state of the object. The items include, for example, a form state, a motion control state, the ability state of the object (e.g., ability parameter values ​​of a character or item), and a status state as a character. The form state is a state related to the appearance of the object, such as an appearance state where it is visible to others, a disappearance state where it is invisible to others, a translucent state, whether or not additional objects such as items or equipment are attached, information about the applied skin, and whether or not additional color schemes are added to the skin. The status state includes, for example, normal, abnormalities such as coma or paralysis, etc.

[0164] The object state information 617 includes participation event information 618 and reflection availability information 619 related to the object.

[0165] The event involvement information 618 is information about the event that is the origin or cause of the appearance of the object or the state change, such as the event ID and the date and time of occurrence.

[0166] The reflection availability information 619 indicates whether or not the object is permitted to be reflected. An object whose reflection availability information 619 is set to "reflect not allowed" will not be reflected in other virtual spaces 3. For example, in an action RPG, if enemy NPCs are configured as independent objects in each virtual space 3, the reflection availability information 619 for the enemy NPC object is set to "reflect not allowed." It is also preferable to set the reflection availability information 619 for effect objects, speech bubble objects for conversations, and local information bulletin boards for user characters 4 participating in that virtual space 3 (e.g., bulletin boards for announcements, warnings, etc. from the management) to "reflect not allowed." In a configuration that allows for a certain degree of originality for each virtual space 3, it is preferable to set an event unique to that virtual space 3 and set objects related to that event to "reflect not allowed." For example, the object status information 617 for an arbitrarily placed object 21 may include the placement date and time.

[0167] The user character information 620 stores various data describing the latest status of various objects related to the user character 4.

[0168] 14, one piece of user character information 620 includes a unique user character ID 621, a user account 623, position coordinates 625, and object state information 627 of the user character 4 (corresponding to the object state information 617 of the user character). Of course, data other than these may also be included as appropriate.

[0169] The added object information 640 is created when an object (distributed object) that exists in the source virtual space 3 but does not exist in the destination virtual space 3 is added to the destination virtual space 3. One piece of added object information 640 includes a unique object ID 641, an object type 643, position coordinates 645, source object state information 647 which is a copy of the object state information 617 of the distributing object in the source, and a reflection rate 649.

[0170] The reflection rate 649 is a display control rate that indicates to what extent the object of the reflection source is displayed in the reflection destination (= whether it is reflected). 0% means that there is no reflection, i.e., it is invisible in the reflection destination, and 100% means that it is displayed in the same state as the reflection source. In this embodiment, semi-transparency is used as the reflection rate 649, and the initial value is set to 0% or a few percent, and is updated to approach 100% over time. In this way, the display is controlled so that the added object does not suddenly appear in the reflection destination virtual space 3, but rather its appearance gradually becomes clearer, thereby reducing the sense of incongruity in the appearance of the added object. Note that the display magnification may also be used as the reflection rate 649.

[0171] Returning to FIG. 12, the triggered event information 650 is created for each event that is triggered in the virtual space 3, and stores various data related to the event. It can also be called event history data. For example, one piece of triggered event information 650 includes information such as the trigger date and time, an event ID indicating the triggered event, and the trigger location coordinates. Of course, other information can also be included as appropriate. For example, the triggered event information 650 may include the object ID and location coordinates of an object that was added to and placed in the virtual space 3 when the event was triggered, the object ID of an object that was deleted, event performance information, and the like.

[0172] 10, the reflection relationship setting data 670 stores the results of the reflection relationships selected and determined based on the reflection relationship selection criteria data 560. Specifically, the reflection relationship setting data 670 includes a reflection destination space ID (or identification information or access information of the game server system 1100G that manages the reflection destination space) and a reflection source space ID (or identification information or access information of the game server system 1100G that manages the reflection source space).

[0173] 16 is a functional block diagram showing an example of the functional configuration of a user terminal 1500. The user terminal 1500 includes an operation input unit 100, a device processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a device storage unit 500.

[0174] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the user to the device processing unit 200. For example, the operation input unit 100 can be realized by a push switch, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, or the like.

[0175] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls the input and output of data between the device and each functional unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 controls the operation of the user terminal 1500 by executing various arithmetic operations based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the portal server system 1100P and the game server system 1100G.

[0176] The device processing unit 200 includes a client control unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .

[0177] The client control unit 260 performs various controls to make the user terminal 1500 function as an MMIF (Man-Machine Interface) as a control for the game client in the game system 1000. Specifically, the client control unit 260 has an operation input information providing unit 261 and a display control unit 262.

[0178] The operation input information providing unit 261 performs control to transmit operation input information to the game server system 1100G in response to input from the operation input unit 100.

[0179] The display control unit 262 performs control to display various images based on data received from the game server system 1100G.

[0180] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.

[0181] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of reproducing audio files, or the like, and generates sound signals of music, sound effects, and various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device that outputs (emits sound) based on the sound signals input from the sound generation unit 290, such as a speaker.

[0182] The image generation unit 292 generates and outputs an image signal that causes the image display unit 392 to display an image based on the control of the client control unit 260. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit), a graphics controller, a graphics board, etc., mounted on the control board 1550. The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0183] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.

[0184] The communication unit 394 connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication module 1553.

[0185] The device storage unit 500 stores programs for causing the device processing unit 200 to realize given functions, various data, etc. It is also used as a work area for the device processing unit 200, and temporarily stores the results of calculations executed by the device processing unit 200 in accordance with the various programs, input data input from the operation input unit 100, etc. These functions are realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, etc. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.

[0186] Specifically, the terminal storage unit 500 stores a client program 504 (application program) for causing the user terminal 1500 to function as the client control unit 260, and a current date and time 900. Of course, data other than these can also be stored as appropriate.

[0187] 17 to 19 are flowcharts for explaining the flow of processing in the game server system 1100G. In light of the example of FIG. 3, the processing will be explained as being executed by the game server system Ga, but the other game server systems Gb and Gc also execute similar processing in parallel. This processing is executed repeatedly at a given cycle.

[0188] As shown in FIG. 17, the game server system 1100Ga places the user character 4 of the user who logs in to the server system in the virtual space 3a that it manages (step S10).

[0189] Next, the game server system 1100Ga controls the behavior of the object of the user character 4 (4a, 4b, ...) corresponding to the user terminal 1500 based on operation input information from the terminal (step S12), and as a result, controls other objects, such as the background object 20 (step S14), and executes event management processing (step S16) to trigger events and control events that are currently being triggered. That is, in response to the actions of the user character 4, the state of objects placed in the virtual space 3a is changed, an event is triggered, and an object related to the triggered event is controlled. Thus, steps S12 to S16 essentially constitute the progress of game play. These steps may also include processing to determine the player's performance.

[0190] Next, the game server system 1100Ga updates its own usage status information 540 (see Figure 11) (step S20), exchanges usage status information 540 with other game server systems 1100Gb and 1100Gc (step S22), and acquires and stores other usage status information 540t (see Figure 10).

[0191] Next, the game server system 1100Ga determines whether a given reflection activation condition is satisfied (step S24). For example, the reflection activation condition can be a date and time condition. Specifically, the reflection activation condition can be set by excluding specific dates and times (time periods or days of the week when the communication environment is poor, or dates and times when specific events are held). In addition, the reflection activation condition can be a condition regarding the number of logged-in users, i.e., users.

[0192] If the reflection activation condition is satisfied (YES in step S24), the game server system 1100Ga sets a reflection relationship in preparation for reflection control (step S26). Specifically, the game server system 1100Ga searches the reflection relationship selection criteria data 560 (see FIG. 10) for reference data that satisfies the application requirements, selects a reflection destination space and a reflection source space based on the reflection destination setting and reflection source setting of the retrieved reference data, and sets these in the reflection relationship setting data 670.

[0193] Next, the game server system 1100Ga executes a loop A (steps S40 to S100; see FIG. 19) for each user character 4 currently placed in the virtual space 3a managed by the game server system 1100Ga.

[0194] In loop A, the game server system 1100Ga determines the target range 40a based on the position coordinates of the user character to be processed (in the example of Figure 3, the user character 4a of interest) (step S42), and executes loop B for each source space (steps S44 to S98; Figure 19).

[0195] In loop B, the game server system 1100Ga communicates with another game server system 1100G that manages the source space to be processed in loop B, and obtains object information (background object information 610, additional object information 640) of objects (excluding the user character 4 and the base object 10) included in the target range 40 (the range corresponding to the target range 40a obtained in step S42) in the source space (step S46).

[0196] 18, the game server system 1100Ga refers to the acquired object state information, associates objects that can be considered to be the same in the virtual space 3a that it manages and the virtual space 3 of the source space that is the processing target of loop B, and sets an "object pair" for each association (step S50). The method for finding objects that can be considered to be the same can be selected appropriately. For example, if two objects of the same type have a difference in position coordinates that is within a predetermined tolerance, they may be determined to be the same objects.

[0197] Next, the game server system 1100Ga executes a loop C for each of the generated object pairs (steps S52 to S62).

[0198] In loop C, the game server system 1100Ga determines whether the object of the object pair to be processed in loop C is a target for thinning out in the reflection cycle (step S54). For example, it determines that a stationary object is a target for thinning out, and that a moving object is not a target for thinning out (see FIG. 6).

[0199] When it is determined that the content is not subject to thinning in the reflection cycle (NO in step S54), the game server system 1100Ga determines the content to be reflected (step S58). Here, the content to be reflected is thinned (see FIG. 7).

[0200] Then, the object information of the reflection source object of the object pair to be processed in loop C is searched from the object information of the reflection source space acquired in step S46, and the reflection content determined in step S58 is reflected in the object information of the reflection destination object of the object pair to be processed in loop C (step S60). Then, loop C is ended (step S62).

[0201] On the other hand, if it is determined that the object is subject to culling in the reflection cycle (YES in step S54), the game server system 1100Ga determines whether a predetermined time has passed since the previous reflection control (step S56). For example, if it is determined that the object subject to culling in the reflection cycle is subject to reflection control every 10 seconds of the current date and time, if the first digit of the second number in the current date and time 900 is "0", the determination in step S56 is affirmative (YES in step S56), and steps S58 to S60 are executed. If the determination in step S56 is negative (NO in step S56), the reflection control is skipped in the current control cycle, and loop C is ended (step S62).

[0202] Once loop C has been executed for all object pairs, the game server system 1100Ga searches for unevenly distributed objects that are present in the source space but not in the destination space (step S70), and thins out the objects to be reflected from the searched unevenly distributed objects (step S72; see Figure 5).

[0203] Specifically, the game server system 1100Ga calculates the relative distance between each of the retrieved unevenly distributed objects and the user character 4 to be processed in loop B, and for unevenly distributed objects whose relative distance exceeds the first threshold L1, it excludes from the search results any objects whose size is below the standard. In other words, it thins out the objects to be reflected based on the relative distance and size. Furthermore, the game server system 1100Ga references the reflection availability information 619 of each unevenly distributed object remaining after the exclusion, and further excludes from the search results any objects whose information is set to "reflection not permitted." In other words, it thins out the objects to be reflected based on the attributes of the object. In this way, the unevenly distributed objects that remain in the search results without being thinned out are set as objects to be reflected.

[0204] Turning to FIG. 19, the game server system 1100Ga next determines whether the world time in the reflection destination space is delayed relative to the world time in the reflection source space that is the processing target of loop B (step S74).

[0205] If there is no delay (NO in step S74), the game server system 1100Ga executes loop D for each unevenly distributed object (object to be reflected) remaining in the search results without being thinned out (steps S80 to S86).

[0206] In loop D, game server system 1100Ga determines the reflection content for the unevenly distributed object that is the processing target of loop D (step S82), adds the unevenly distributed object to the reflection destination space as a new added object (step S84), and ends loop D (step S86). In accordance with step S84, new added object information 640 is created in virtual space management data 600 (see FIG. 12) of the reflection destination space.

[0207] After the game server system 1100Ga has executed loop D for all of the unevenly distributed objects (objects to be reflected) that have not been thinned out from the search results after step S72, it searches for additional objects that are in the destination space but not in the source space and deletes them from the destination space (step S96), and ends loop B (step S98).

[0208] In step S96, if the object in the source space that is the origin of the added object is deleted from the source space for some reason, it is also deleted from the destination space. Since step S96 is also executed for the background object 20, the background object 20 deleted from the source space is also deleted from the destination space.

[0209] On the other hand, if the world time in the reflection destination space is delayed relative to the world time in the reflection source space that is the processing target of loop B (YES in step S74), the game server system 1100Ga sets a delayed placement reservation for the unevenly distributed object that remains in the search results without being thinned out (step S90). Specifically, the object ID of the unevenly distributed object is associated with the reservation time obtained by adding the delay determined in step S74 to the current date and time 900, and the delayed placement reservation information is stored.

[0210] Then, by referring to the reservation information of the delayed placement reservation set in the past, the unevenly distributed objects whose reservation time reaches the current date and time 900 are additionally placed as additional objects in the reflection destination space (step S92), and after executing step S96, loop B is terminated (step S98).

[0211] When Loop B has been executed for all of the source spaces, the game server system 1100Ga ends Loop A (Step S100).

[0212] Then, once loop A has been executed for all user characters 4, control is executed to display an image of the virtual space 3 on each user terminal 1500 (step S110). That is, an image (virtual space image) of the virtual space 3 taken with a virtual camera determined based on the position of each user character 4 is rendered. The image will include the background object 20 and additional object, on which some or all of the states of the objects from which the images are already taken have been reflected, taken with the virtual camera.

[0213] The game screen based on the virtual space image also reflects the results of local events that have occurred in other virtual spaces 3. In other words, even without performing reflection control for the entire virtual space 3, the user can be made to feel as if they are playing in a common virtual world with much less processing cost.

[0214] After executing the display control, the game server system 1100Ga changes the reflection rate 649 of all additional objects so as to increase it by a given rate (or a given value) (step S112).

[0215] Next, the game server system 1100Ga cancels and deletes the user character 4 of the logged-out user from the virtual space 3a (step S116).

[0216] As described above, according to this embodiment, in a multiplayer game, it is possible to reflect and share the mutual states of multiple virtual spaces managed by each logged-in server. In this case, by limiting the scope of reflection control, it is possible to reduce the processing costs associated with reflection control.

[0217] [Modification] An example of an embodiment to which the present invention is applied has been described above, but the forms to which the present invention can be applied are not limited to the above-described form, and components can be added, omitted, or modified as appropriate.

[0218] (Variation 1) For example, in the above embodiment, it has been described that the game server system 1100G generates images (game images) to be displayed on each user terminal 1500, but image generation may be performed by each user terminal 1500. In that case, each user terminal 1500 performs rendering, and the game server system 1100G simply transmits data required for rendering to the user terminal 1500.

[0219] (Variation 2) Furthermore, the information included in the object state information 617 (see FIG. 13) can be set appropriately in addition to the above embodiment. For example, in the case of a product object in a shop in virtual space 3, information about the product, such as the product type, price, and expiration date, may be included in the object state information 617. When this configuration is adopted, in a case where flower shops with the same appearance are located at predetermined positions in multiple virtual spaces 3 (3a, 3b, ...) and different flower product objects are sold in each virtual space 3 (3a, 3b, ...), the product type, price, expiration date, etc. sold in the flower shop in the reflection-destination virtual space 3 can be reflected by the product type, price, expiration date, etc. sold in the flower shop in the reflection-source other virtual space.

[0220] Furthermore, for example, if the object is an item, information about the item, such as the type of ability parameter indicating the effect, the value of the ability parameter, the type of effect display or event that is triggered when the ability is activated, the type of skin that is applied, the expiration date, etc., may be included in the object state information 617. By adopting this configuration, in a case where the same item object is placed in predetermined positions in multiple virtual spaces 3 (3a, 3b, ...), the state of the item object placed in the other virtual spaces that are the source of reflection can be reflected to the item object placed in the virtual space 3 that is the destination of reflection.

[0221] (Variation 3) Furthermore, the application requirements of the reflection relationship selection criteria data 560 (see FIG. 10) are not limited to those in the above embodiment and can be set as appropriate. For example, the occurrence of an event can be used as an application requirement. In this case, it is preferable to include a unique event ID, which is set in advance for each event, as part of the application requirement, so that the occurrence of the event ID forms part of the application requirement.

[0222] For example, one of the application requirements can be set to include "the occurrence of a specific event in the virtual space 3 managed by the player (the game server system 1100G for which the reflection relationship is to be selected)" as one of the sub-conditions, and reflection relationship selection criteria data 560 can be prepared in which the virtual space 3 managed by the player is the reflection destination and another virtual space 3 is the reflection source.

[0223] In this case, the game server system 1100Gb that manages the virtual space 3b will reflect the state of the other virtual space 3a in the player's virtual space 3b when the application requirements of the reflection relationship selection criteria data 560 are satisfied. For example, if an event occurs in which a magical lake appears and is placed in the virtual space 3b, this can serve as a trigger to reflect the state of the other virtual space 3a in the virtual space 3b.

[0224] Furthermore, the application requirements of the reflection relationship selection criteria data 560 may include the occurrence of an event or the timing of the occurrence of an event as a sub-condition.

[0225] Specifically, the application requirements of the reflection relationship selection criteria data 560 are described by ANDing together (1) a first sub-condition for the event ID of the event, which indicates that the same event has been triggered, (2) a second sub-condition indicating the range of time difference that satisfies the simultaneity condition, and (3) a third sub-condition indicating the combination of multiple game server systems 1100G on which the event should be triggered.

[0226] In this case, the reflection relationship selection criteria data 560 becomes the criteria data for setting the target virtual space and the source virtual space when events with the same event ID indicated by the first sub-condition occur at the time difference indicated by the second sub-condition in multiple game server systems 1100G indicated by the third sub-condition.

[0227] In addition, the application requirements of the reflection relationship selection criteria data 560 can also be written by ANDing together (1) a first sub-condition for the event ID of each different event indicating that the different events have been activated, (2) a second sub-condition indicating the range of time difference that satisfies the synchronous condition, and (3) a third sub-condition indicating the combination of multiple game server systems 1100G on which the event should be activated.

[0228] In this case, the reflection relationship selection criteria data 560 becomes the criteria data for setting the target virtual space and the source virtual space when events with different event IDs indicated by the first sub-condition occur at the time difference indicated by the second sub-condition in multiple game server systems 1100G indicated by the third sub-condition.

[0229] Furthermore, using parameter values ​​of items included in the usage status information 540, a fourth sub-condition describing conditions for the status of each virtual space 3 managed by the game server system 1100G indicated by the third sub-condition may be included in the application requirements of the reflection relationship selection criteria data 560. In this case, the reflection relationship selection criteria data 560 serves as criteria data for setting the reflection destination virtual space and the reflection source virtual space according to the status of each virtual space 3 (3a, 3b, ...) of the game server system 1100G that satisfies the first to third sub-conditions.

[0230] By preparing various reflection relationships in response to the activation of such events, it is possible to set a variety of relationships between the destination virtual space and the source virtual space for events, while reducing processing costs and standardizing the differences that arise between the different virtual spaces 3 for multiple virtual spaces 3 (3a, 3b, ...) set in the same worldview.

[0231] In addition to the examples described in the above embodiment, the use of a specific item, the use of a specific magic spell, etc. may also be considered as an event.

[0232] (Variation 4) Furthermore, the usage status information 540 (see FIG. 11) may also be configured to include unique identification information (event ID) of an event that has occurred in the virtual space 3 indicated by the virtual space ID 543.

[0233] By adopting this configuration, it is possible to prepare reflection relationship selection criteria data 560 (see FIG. 10) that includes a sub-condition that "an event ID is included in other usage status information 540t" as an application requirement for the reflection relationship selection criteria data 560, with the virtual space 3 indicated by the virtual space ID 543 of the other usage status information 540t as the reflection source and the player's virtual space 3 as the reflection destination. In this case, it becomes possible to reflect the state of an event that has occurred in the virtual space 3 indicated by the virtual space ID 543 of the other usage status information 540t in the player's virtual space 3.

[0234] Specifically, for example, when a specific dance event occurs in virtual space 3a, which is the source of other usage information 540t, game server system 1100Gb managing virtual space 3b uses virtual space 3a as the reflection source and adds an object related to the dance event to the player's virtual space 3b, which is the reflection destination. For example, if a user character 4 in virtual space 3a, which is the reflection source, throws a stone at an event character, causing the event character to show signs of pain, game server system 1100Gb managing virtual space 3b can cause the same event character in player's virtual space 3b to show signs of pain in the same way. [Explanation of symbols]

[0235] 3. Virtual space 4...User character 10...Basic objects 20...Background objects 21...Optionally placed object 40...Scope 200g...Processing section 200p...Processing section 202...User Management Department 220...Virtual Space Management Department 222...Object information management unit 224...Usage Information Update Department 226...Reflection relationship selection section 228...Target range setting section 230...Reflection control unit 501...Portal server program 503...Game server program 510...User management data 530...Virtual space initial setting data 540...Usage information 560...Reflection relationship selection criteria data 600...Virtual space management data 603...World Time 605...Basic object information 610...Background object information 617...Object status information 619…Reflection information 620...User character information 625…Position coordinates 640...Additional object information 649…Reflection rate 670...Reflection related setting data 700...Reflection control data 1000...Game System 1010...Operational System 1100...Operational System 1100G...Game server system 1100P...Portal server system 1500...User terminal

Claims

1. A computer system in which each user character can move only within the virtual space in which they have participated, and in which multiple virtual spaces, each of which is an independent virtual space but is set to the same worldview, are individually controlled and managed based on the data of each virtual space, and which performs mutual reflection control of the virtual spaces, an object information management means for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; A computer system comprising:

2. The object information includes object state information, which is information on any of appearance, form change, parameter setting, and disappearance of the object.

10. The computer system of claim 1.

3. the reflection control means controls the timing of executing the reflection control based on the world time related to the reflection source space and the world time related to the reflection destination space.

3. A computer system according to claim 1 or 2.

4. the object information management means changes the object information based on an action of the user character regarding the object. A computer system according to any one of claims 1 to 3.

5. the target range setting means sets the target range based on the position of the user character existing in the reflection destination space. A computer system according to any one of claims 1 to 4.

6. The reflection control means variably determines the reflection content of the reflection control.

6. A computer system according to any one of claims 1 to 5.

7. The reflection content of the reflection control includes display control when reflecting.

7. The computer system of claim 6.

8. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an object information management means for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; Equipped with the object information includes reflection availability information related to the object, The reflection control means variably determines the reflection content of the reflection control based on the reflection availability information. Computer system.

9. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an object information management means for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; a source space selection means for selecting the source space from among the plurality of virtual spaces when a given event occurs in the plurality of virtual spaces at a timing that satisfies a predetermined synchronous condition; A computer system comprising:

10. the event is the same event in the plurality of virtual spaces; 10. The computer system of claim 9.

11. The event is a different event in the plurality of virtual spaces.

10. The computer system of claim 9.

12. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an object information management means for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; a source space selection means for selecting the source space from among the plurality of virtual spaces based on the status of each of the plurality of virtual spaces; A computer system comprising:

13. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an object information management means for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; a source space selection means for selecting the source space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A computer system comprising:

14. A destination space selection means for selecting the destination space from among the plurality of virtual spaces; 14. The computer system of claim 1, further comprising:

15. the reflection destination space selection means selects the reflection destination space based on the status of each of the plurality of virtual spaces; 15. The computer system of claim 14.

16. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an object information management means for managing object information, which is information on objects whose display is controlled for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; a reflection destination space selection means for selecting the reflection destination space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A computer system comprising:

17. The reflection control means executes the reflection control when a given reflection initiation condition is satisfied.

17. A computer system according to any one of claims 1 to 16.

18. a server system for each virtual space that manages the virtual space; 18. The computer system of claim 1, further comprising:

19. A computer system in which each user character can move only within the virtual space in which they have participated, and in which multiple virtual spaces, each of which is an independent virtual space but is set to the same worldview, are individually controlled and managed based on the data of each virtual space, and which performs mutual reflection control of the virtual spaces, an event information management means for managing event information that is information about events for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces in the target range of a reflection destination space among the plurality of virtual spaces based on the event information, and to control display of the event; A computer system comprising:

20. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an event information management means for managing event information that is information about events for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces in the target range of a reflection destination space among the plurality of virtual spaces based on the event information, and to control display of the event; a source space selection means for selecting the source space from among the plurality of virtual spaces based on the status of each of the plurality of virtual spaces; A computer system comprising:

21. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an event information management means for managing event information that is information about events for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces in the target range of a reflection destination space among the plurality of virtual spaces based on the event information, and to control display of the event; a source space selection means for selecting the source space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A computer system comprising:

22. A computer system in which each user character can move only within the virtual space in which the user has participated, and which performs mutual reflection control of multiple virtual spaces set in the same worldview, an event information management means for managing event information that is information about events for each virtual space; a target range setting means for setting a given target range to be subjected to the reflection control as a common range in the virtual space; a reflection control means for performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces in the target range of a reflection destination space among the plurality of virtual spaces based on the event information, and to control display of the event; a reflection destination space selection means for selecting the reflection destination space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A computer system comprising:

23. A reflection control method in which each user character can move only within the virtual space in which they have participated, and multiple virtual spaces that are independent but set to the same worldview are individually controlled and managed based on data for each virtual space, and a computer system performs reflection control of the virtual spaces with each other, managing object information, which is information on objects whose display is controlled for each of the virtual spaces; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; A reflection control method including:

24. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing object information, which is information on objects whose display is controlled for each of the virtual spaces; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; Including, the object information includes reflection availability information related to the object, performing the reflection control includes variably determining the reflection content of the reflection control based on the reflection availability information; Reflective control method.

25. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing object information, which is information on objects whose display is controlled for each of the virtual spaces; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; selecting the reflection source space from among the plurality of virtual spaces when a given event occurs at a timing that satisfies a predetermined synchronous condition in the plurality of virtual spaces; A reflection control method including:

26. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing object information, which is information on objects whose display is controlled for each of the virtual spaces; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; selecting the source space from among the plurality of virtual spaces based on the status of each of the plurality of virtual spaces; A reflection control method including:

27. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing object information, which is information on objects whose display is controlled for each of the virtual spaces; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; selecting the source space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A reflection control method including:

28. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing object information, which is information on objects whose display is controlled for each of the virtual spaces; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing reflection control to reflect and display the object, which is display-controlled within the target range of a reflection source space among the plurality of virtual spaces, into the target range of a reflection destination space among the plurality of virtual spaces based on the object information; selecting the destination space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A reflection control method including:

29. A reflection control method in which each user character can move only within the virtual space in which they have participated, and multiple virtual spaces that are independent but set to the same worldview are individually controlled and managed based on data for each virtual space, and a computer system performs reflection control of the virtual spaces with each other, managing event information that is information about events for each virtual space; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces to the target range of a reflection destination space among the plurality of virtual spaces based on the event information; A reflection control method including:

30. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing event information that is information about events for each virtual space; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces to the target range of a reflection destination space among the plurality of virtual spaces based on the event information; selecting the source space from among the plurality of virtual spaces based on the status of each of the plurality of virtual spaces; A reflection control method including:

31. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing event information that is information about events for each virtual space; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces to the target range of a reflection destination space among the plurality of virtual spaces based on the event information; selecting the source space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A reflection control method including:

32. A reflection control method in which a computer system performs mutual reflection control of multiple virtual spaces set in the same worldview, in which each user character can move only within the virtual space in which the user has participated, managing event information that is information about events for each virtual space; setting a given target range to be subject to the reflection control as a common range in the virtual space; performing the reflection control to reflect the event occurring within the target range of a reflection source space among the plurality of virtual spaces to the target range of a reflection destination space among the plurality of virtual spaces based on the event information; selecting the destination space from among the plurality of virtual spaces based on the user's usage status of the virtual space; A reflection control method including:

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