Information processing system, information processing method, and program
The information processing system addresses the inefficiency of automatic character generation by allowing users to choose between similar or different character options, effectively creating preferred characters with minimal processing and memory consumption.
Patent Information
- Application Number
- JP2024197100
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-12
- Publication Date
- 2026-01-28
- Estimated Expiration
- 2044-11-12
Smart Images

Figure 0007807690000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, an information processing method, and a program.
[0002] There are known games that allow a user to select each part of a character and create a character of their choice (see, for example, Patent Document 1). In recent years, the number of character parts has been increasing. Furthermore, when playing a game, a user may not know what kind of character to create or may not want to spend time creating a character. For such users, some games are known that have a function to automatically generate a character by randomly combining parts. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7254391 Summary of the Invention [Problem to be solved by the invention]
[0004] However, when using automatic generation, a large number of parts are randomly combined, so the probability of generating a character that matches the user's preferences is low. Therefore, the user must repeatedly execute automatic generation until a character that matches the user's preferences is generated. Because of this hassle, the automatic generation function is often not used, resulting in the problem of the automatic generation function wasting the limited memory capacity of the game console.
[0005] In view of the above circumstances, the present disclosure provides an information processing system and the like that can generate or identify a character object that is closer to the user's preferences with simple procedures and low-load processing. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, there is provided an information processing system including a processor, the processor being configured to execute each of the following steps by reading a program: in the receiving step, a selection input by a user related to a first character object is received, the selection input being an input selecting a first option or a second option; in the generating step, a second character object different from the first character object is generated or identified based on the selection input, the second character object being composed of a combination of multiple parts, and when the first option is selected, a similar character object is generated or identified as the second character object, and when the second option is selected, a different character object is generated or identified as the second character object, and the first character object and the similar character object are more similar to each other than the first character object and the different character object are to each other.
[0007] According to the present disclosure, it is possible to generate or specify a character object that is closer to the user's preferences through simple procedures and low-load processing. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of an information processing device 2. [Figure 3] FIG. 1 is an activity diagram showing an overview of a preferred example of an information processing method. [Figure 4] FIG. 10 is a diagram showing an example of a screen P1 that displays a menu for creating a character. [Figure 5] FIG. 10 is a diagram showing an example of a screen P2 that displays a menu for the user to manually create a character. [Figure 6]FIG. 6(a) shows an example of a screen P3 for editing parts when a button B21 on which the text information "eyes" is drawn is selected on screen P2, and FIG. 6(b) shows an example of a screen P4 for editing parts when a button B22 on which the text information "body shape" is drawn is selected. [Figure 7] FIG. 10 is a diagram showing an example of a screen P5 displaying a first character object. [Figure 8] FIG. 8(a) shows an example of a screen P6 when a button B51 for selecting the first option is selected on the screen P5, and FIG. 8(b) shows an example of a screen P6' when a button B52 for selecting the second option is selected on the screen P5. [Figure 9] FIG. 10 is a schematic diagram illustrating a matching rate of a character object. [Figure 10] FIG. 10 is a diagram showing a modified example of the screen P7 displaying the second character. [Figure 11] A figure (Figure 11(a)) showing an example of a screen P8 displaying a first character when multiple parts are costumes, and a figure (Figure 11(b)) showing an example of a screen P9 displaying a second character when multiple parts are costumes. [Figure 12] FIG. 12(a) shows an example of a screen P8' that displays a first character when multiple parts are robot parts, and FIG. 12(b) shows an example of a screen P9' that displays a second character when multiple parts are robot parts. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in one embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] Furthermore, various information processing according to an embodiment may realize input and output corresponding to the input. Here, the form of information referenced in such information processing (hereinafter referred to as reference information) is not limited as long as an output is obtained as a result of the input. The reference information may be, for example, rule-based information such as a database, a lookup table, or a predetermined function (including a decision formula such as a regression formula constructed using a statistical method), a trained model that has previously trained the correlation between input and output, or a large-scale language model that can output a desired result by inputting a prompt.
[0012] In one embodiment, a "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In one embodiment, various information is handled, and this information is represented, for example, by physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations can be performed on a circuit in the broad sense.
[0013] Furthermore, in a broad sense, a circuit is a circuit realized by at least an appropriate combination of a circuit, circuitry, a processor, a memory, etc. The processor may be a general-purpose processor or a dedicated circuit. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.
[0015] The game according to this embodiment is an online or offline game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.
[0016] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations. If the game according to the present embodiment is an offline game, instead of receiving data necessary for game progress sequentially, a group of data may be received all at once by synchronizing at any timing. Alternatively, the game device 3 itself may be provided with the functions of the information processing device 2.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, a request to start / end autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about game media obtained through gacha, etc.
[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as a user name, a user rank, the status of the player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like, in association with each other. The lottery list is used for a lottery process generally called gacha, and includes multiple pieces of information about game media to be selected. The lottery list associates information about the game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, the ability parameters include, for example, combat power, offensive power, defensive power, intelligence, and speed when the game media is a player character.
[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0027] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."
[0028] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0031] The control unit 33 is configured as a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being single, and multiple control units 33 may be provided for each function. A combination of these may also be used. In other words, the information processing system 1 includes at least one processor, and the processor is configured to read out programs to cause each of the steps described below to proceed.
[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0034] 2.2 Functional Configuration Next, each functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] 2 is a block diagram showing the functional configuration of the information processing device 2. The control unit (processor) 23 reads out and executes various programs stored in the storage unit 22, thereby functioning as each unit shown in FIG. 2. Specifically, the control unit 23 functions as a reception unit 230, a generation unit 231, and a display control unit 232. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0036] The reception unit 230 is configured to execute a reception step. For example, the reception unit 230 is configured to receive various data as the reception step. For example, the reception unit 230 receives account information such as user information, game data, input from the user, and the like from the storage unit 22, the game apparatus 3, or another external device. As an example, the reception unit 230 receives information input by the user operating the input device 4c via the communication unit 31, the communication network 11, the communication unit 21, and the like. In this embodiment, the various information received by the reception unit 230 is configured to be stored in the storage unit 22.
[0037] The generation unit 231 is configured to execute a generation step. For example, as the generation step, the generation unit 231 generates a character to be used in a game when a user plays the game. This character is, for example, a character operated as an alter ego of the user in the game, or a character playing a role as a third party in the game (NPC: Non-Player Character, etc.).
[0038] The display control unit 232 is configured to execute a display step. For example, as the display control step, the display control unit 232 is configured to display various pieces of information stored in the storage unit 22 or the storage unit 32, or screens containing such information, on the display 4a of the game apparatus 3 in a visible manner. When the term "display" is used, it does not particularly matter whether the information is displayed on a display medium in a local environment or whether processing for displaying the information is performed via the communication network 11. The display control unit 232 may generate visual information itself, such as a screen, an image (e.g., a still image or a video), an icon, or text, generated in a manner visible to humans, or may generate rendering information for displaying the visual information on the display 4a and transmit the information to the game apparatus 3. In this way, various pieces of information are presented to the user operating the game apparatus 3, etc.
[0039] 3. Overview of information processing This section provides an overview of the flow of the information processing method executed by the information processing system 1. Fig. 3 is an activity diagram showing an overview of a preferred example of the information processing method.
[0040] The results of processing in each activity included in the information processing described below may be output in a manner that can be recognized by the user, using the graphics processing unit 34a or the audio processing unit 34b of the game device 3 as appropriate. Note that the information processing may include any exception processing not shown. Exception processing includes the interruption of the information processing or the omission of each process. In this embodiment, the selection or input performed in the information processing is described as being based on a user operation, but at least a part of it may be performed automatically without relying on a user operation.
[0041] According to a game to which this information processing is applied, a user can use a character in the game that suits or matches his or her preferences. A character object representing a character that can be viewed by a user has a plurality of parts. Each of the plurality of parts is configured to be changeable. In this embodiment, a case will be described in which the character object representing a character is an object representing a human shape, and the plurality of parts are parts of a human body, including facial parts.
[0042] First, the game device 3 transmits a request for character generation in response to an input operation by the user via the input device 4c. Then, the receiving unit 230 of the information processing device 2 receives the request for character generation from the game device 3 (activity A101).
[0043] Next, the display control unit 232 of the information processing device 2 displays options for character creation methods (activity A102). In this embodiment, the options for character creation methods include "Create my own character," which is an option for the user to create a character by selecting each part of the character, and "Automatic character creation," which is an option for having the information processing device 2 generate a character.
[0044] Next, the reception unit 230 of the information processing device 2 receives a selection input from the user via the input device 4c (activity A103). This selection input is an input in which the user selects either "self-generate character" or "automatic character generation." If "self-generate character" is selected, the user intends to generate a character by manual operation, so the information processing device 2 ends this processing. If "automatic character generation" is selected, the process proceeds to activity A104.
[0045] The generation unit 231 of the information processing device 2 generates or identifies a first character object (activity A104). The first character object is an object representing a character that is a candidate for a character to be used in the game by the user. In this activity, the first character object may be generated by randomly combining multiple parts, or a default character object configured with a predetermined combination of parts may be identified as the first character object. In the former case, i.e., when generating the first character object by randomly combining multiple parts, a relatively original character can be used even if the user skips the subsequent processing and proceeds to play the game due to circumstances such as wanting to play the game quickly. In the latter case, i.e., when identifying a default character as the first character object, the generation unit 231 does not need to execute the processing of randomly combining multiple parts. This reduces the load of information processing according to this embodiment and reduces the proportion of the storage area of the storage unit 22 occupied by the program for executing information processing.
[0046] Next, as a first display control step, the display control unit 232 of the information processing device 2 displays the first character object generated or identified in activity A104 so that it is visible to the user (activity A105). Specifically, the display control unit 232 displays the first character object on the display 4a of the game device 3.
[0047] Furthermore, the display control unit 232 of the information processing device 2 displays first to third options related to the first character object on the display 4a so that the user can see them (activity A106). Here, the display control unit 232 preferably displays the first to third options together with the first character object as the first display control step. This allows the user to select the first to third options while referring to the first character object.
[0048] The first option is an option for generating a similar character object similar to the first character object as the second character object to be generated next. For example, if the first character object represents a character close to the user's preference, but the user wants to change it a little more, the user may select the first option. The second option is an option for generating a different character object that is not similar to the first character object as the second character object to be generated next. For example, if the first character object is different from the user's preference, the user may select the second option. The third option is an option for designating the first character object as the character to be used in the game and terminating this process. For example, the user may select the third option if the first character object exactly matches the user's preferences or if the user does not care about the character to be used.
[0049] Next, in a receiving step, the receiving unit 230 of the information processing system 1 receives a selection input by the user who has visually recognized the first character object. This selection input is an input in which the user selects the first option, the second option, or the third option via the input device 4c. If the third option is selected, there is no need to generate any more character objects representing candidates for characters to be used by the user, and therefore control unit 23 ends this process.
[0050] When the first option or the second option is selected, the generation unit 231 generates or identifies a second character object different from the first character object based on the selection input as a generation step. The second character object is configured by combining multiple parts. The second character object is an object that indicates a candidate character that the user will use in the game. Here, in this activity, the second character object may be generated by combining multiple parts so as to satisfy predetermined rules, or one selected in accordance with predetermined rules from multiple character objects configured by combinations of predetermined parts may be identified as the second character object.
[0051] When the first option is selected, the generation unit 231 generates or identifies a similar character object as the second character object (activity A108). On the other hand, when the second option is selected, the generation unit 231 generates or identifies a different character object as the second character object (activity A109). Here, the first character object and the similar character object are more similar to each other than the first character object and the different character object are to each other. In other words, this process allows the user to select either generating a similar character object that is similar to the first character object or generating a different character object that is dissimilar, based on the first character object. In this way, by generating a similar character object or a different character object as the second character object based on whether the first option or the second option is selected, the character object desired by the user can be generated or identified with a simple procedure and a low-load process. Similar character objects and different character objects will be described in detail later.
[0052] Next, as a second display control step, the display control unit 232 displays the second character object generated or identified in activity A108 or A109 so that it can be viewed by the user (activity A110). Specifically, the display control unit 232 displays the second character object on the display 4a of the game device 3.
[0053] Then, the process returns to activity A 106. That is, the display control unit 232 displays the generated second character object as a new first character object so that it can be visually recognized by the user. Then, the control unit 23 executes the first display control step (activity A106) and the reception step (activity A107) again using the generated or identified second character object as a new first character object. Furthermore, depending on the selection result received in the reception step (activity A107), the generation step (activity A108 or A109) and the display control step (activity A110) are also executed again. In this manner, the user can wait for a preferred character to be generated simply by selecting the first or second option. Once a character that matches the user's preferences has been generated, the user can end the processing by selecting the third option. The information processing device 2 can present a preferred character to the user in a relatively short time by simply storing a relatively small amount of data and executing light-load processing.
[0054] To summarize the above, an information processing method according to one embodiment includes the following steps: In the receiving step, a selection input by a user related to a first character object is received. Here, the selection input is an input selecting a first option or a second option. In the generating step, a second character object different from the first character object is generated or identified based on the selection input. Here, the second character object is formed by combining a plurality of parts. Furthermore, when the first option is selected, a similar character object is generated or identified as the second character object, and when the second option is selected, a different character object is generated or identified as the second character object. Note that the first character object and the similar character object are more similar to each other than the first character object and the different character object are to each other.
[0055] According to this aspect, it is possible to generate or specify a character object that is closer to the user's preferences through simple procedures and low-load processing, thereby improving user convenience.
[0056] 4. Details of data processing In this section, the details of the information processing outlined in the previous section will be explained using additional diagrams, etc. In the following explanation, a "button" is a UI component configured to receive a selection input from the user. The selection input is the result of a selection made by an operation such as a click operation, a tap operation, or pressing a physical button on the input device 4c. The display control unit 232 causes the display 4a of the game device 3 to display various destination screens based on the user's input on the screen P1 that displays a menu for creating a character.
[0057] (Screen P1) FIG. 4 is a diagram showing an example of a screen P1 that displays a menu for creating a character. The screen P1 is an example of a screen that is displayed in the activity A102 of FIG. 3. For example, the screen P1 includes a button B11 (hereinafter simply referred to as "button B11") on which text information "Create your own character" is drawn, and a button B12 (hereinafter simply referred to as "button B12") on which text information "Automatic character creation" is drawn. The button B11 is a button that is selected when the user manually generates a character. The button B12 is a button that is selected when the information processing device 2 automatically generates a character. When these buttons are selected, the receiving unit 230 of the information processing device 2 receives the selection input in the activity A103 of FIG. 3.
[0058] (Screen P2) When the receiving unit 230 receives a selection input in which button B11 is selected on screen P1 in Fig. 4, the display control unit 232 displays a screen P2 that displays a menu for the user to manually create a character, as shown in Fig. 5. Fig. 5 is a diagram showing an example of screen P2 that displays a menu for the user to manually create a character. Screen P2 includes an area A21 that displays buttons for the user to select editable parts, and an area A22 that displays an initial character object O21.
[0059] Area A21 includes a plurality of buttons B2. The plurality of buttons B2 are buttons for selecting a plurality of editable parts of the character. Note that, in FIG. 5, the plurality of editable parts are exemplified as "eyes," "nose," "mouth," "ears," "eyebrows," "cheeks," "contour," "hairstyle," "arms," "legs," "navel," "neck," "body shape," and "skin color," but the plurality of parts are not limited to these. For example, some of these may not be editable, or these may be further subdivided. Furthermore, parts that indicate characteristics not inherent in the character, such as scars, moles, and body paint, may be editable.
[0060] The initial character object O21 displayed in the area A22 is an object representing a default character. The user can visually check this initial character object O21 and the multiple buttons B21 to determine which part of the character they want to edit with priority.
[0061] (Screen P3 and Screen P4) When any of the buttons B2 is selected on the screen P2 in Fig. 5, the display control unit 232 displays a screen P3 for editing features as shown in Fig. 6(a) or Fig. 6(b). Fig. 6 is a diagram (Fig. 6(a)) showing an example of the screen P3 for editing features when the button B21 on which the text information "eyes" is drawn is selected on the screen P2, and a diagram (Fig. 6(b)) showing an example of the screen P4 for editing features when the button B22 on which the text information "body shape" is drawn is selected.
[0062] 6(a), screen P3 is a screen for editing the eye parts among the multiple parts that make up a character. Screen P3 includes, as an example, an area A31 where the user can select the type, position, etc. of the part, and an area A32 that displays a character object O31 representing a character that reflects the content selected in area A31.
[0063] In the area A32, it is preferable that a character object O31 is displayed that is an enlarged view of the character's area around the part being edited, as shown in Fig. 6(a), which makes it easier for the user to visually recognize the part being edited. The area A31 includes a plurality of buttons B3 and slide bars S31 to S33. Note that the types and numbers of buttons and slide bars included in the area A31 are not limited to those exemplified in FIG.
[0064] The button B3 is a button for determining the type of feature by selecting it. In FIG. 6(a), the button B31 surrounded by a thick frame is selected. The slide bars S31, S32, and S33 are provided for determining the position and size of the eyes, which are the feature to be edited. The longitudinal direction (left and right direction) of the slide bars S31 to S33 corresponds to the numerical parameters indicating the position and size of the feature (eyes). The sliders S31b, S32b, and S33b of the slide bars S31 to S33 can be moved in the longitudinal direction of the slide bars S31 to S33 by the user's operation. The longitudinal positions of the sliders S31b to S33b indicate the values of the numerical parameters. In other words, moving the sliders S31b to S33b to the left sets the numerical parameters lower, and moving them to the right sets the numerical parameters higher. The reference lines S31a, S32a, and S33a of the slide bars S31 to S33 indicate standard values of the numerical parameters. Here, the values of the numerical parameters of the initial character object O21 shown in FIG. 5 are preferably set to values when the sliders S31b to S33b are located at the positions of the reference lines S31a to S33a. This allows the user to easily recognize how to move the sliders S31b to S33b to create a desired character. For example, by moving the slider S31b of the slide bar S31 to the right beyond the reference line S31a, the eye height of the character object O31 displayed in the area A32 is displayed higher than that of the initial character object O21 shown in FIG. 5.
[0065] 6(b) is a screen for editing the body type of a character. That is, on screen P4, the overall shape of the character can be edited. Screen P4 includes, as an example, an area A41 for the user to select the body type, the overall shape of the character, etc., and an area A42 for displaying a character object O41 representing a character that reflects the content selected in area A41.
[0066] In the area A42, it is preferable that a character object O41 showing the entire character is displayed, as shown in Fig. 6(b), so that the user can easily visually recognize the results of editing the body type related to the characteristics of the entire character. A plurality of buttons B4 and slide bars S41 to S43 are displayed in the area A41. Note that the types and numbers of buttons and slide bars displayed in the area A41 are not limited to those exemplified in FIG. 6(b).
[0067] Button B4 is a button for determining the body type by selecting it. In FIG. 6(b), button B41 indicating type 1 is selected. The body type indicates the general shape of the body, such as masculine, feminine, androgynous, adult, or child. Slide bars S41 to S43 are similar to slide bars S31 to S33, and therefore will not be described here.
[0068] In this way, the receiving unit 230 receives the user's selection input for the areas A31 and A41 on the screens P3 and P4. The display control unit 232 changes the shapes of the character objects O31 and O41 and displays them based on the user's selection input. When any of the buttons B2 other than the buttons B21 and B22 in FIG. 5 is selected, the control unit 23 executes the same process, enabling the user to design a character (generate a character) manually.
[0069] (Screen P5) When the receiving unit 230 receives a selection input in which button B12 is selected on screen P1 in Fig. 4, the display control unit 232 displays screen P5 as shown in Fig. 7. Fig. 7 is a diagram showing an example of screen P5 displaying a first character object. Screen P5 is an example of a screen displayed in activities A105 to A106 in Fig. 3. For example, screen P5 includes an area A51 for the user to select first to third options, and an area A52 displaying a first character object O51.
[0070] Area A52 includes a first character object O51 generated or identified in activity A104 of FIG. 3. When the reception unit 230 receives, in activity A103 of FIG. 3, a selection input of button B12 on which text information "Automatic Character Creation" is displayed on screen P1 displaying a menu for creating the character of FIG. 4, the generation unit 231 generates or identifies the first character object O51 in activity A104 of FIG. 3. As described above, the generation unit 231 may generate the first character object O51 by randomly combining multiple features, or may identify a default character as the first character object O51. Here, the multiple features include, for example, the character's eyes, nose, mouth, ears, eyebrows, cheeks, face, hairstyle, arms, legs, navel, neck, body shape, and hairstyle, which can be selected using button B2 on screen P2 of FIG. 5.
[0071] Area A51 includes button B51 for selecting a first option, on which is depicted text information "Generate a similar character," button B52 for selecting a second option, on which is depicted text information "Generate a different character," and button B53 for selecting a third option, on which is depicted text information "Use this character." For example, in activities A106-A107 of FIG. 3, the user can select button B51 if they wish to generate or identify a similar but different character based on first character object O51, button B52 if they wish to generate or identify a dissimilar character, or button B53 if they wish to use first character object O51 as is. Then, when receiving unit 230 receives a selection input of button B53 for selecting the third option (activity A107), the processing ends.
[0072] Instead of displaying screen P5 across activities A105 and A106 in Fig. 3, the display control unit 232 may display only area A52 of screen P5 in activity A105 and only area A51 of screen P5 in activity A106. However, as described above, it is preferable that both area A51 and area A52 are displayed at least in activity A106, as shown in Fig. 7. This allows the user to carefully consider the options while comparing buttons B51 to B53 for selecting the first to third options in area A51 with the first character object O51 in area A52.
[0073] (Screen P6) When the receiving unit 230 receives a selection input in which the button B51 for selecting the first option or the button B52 for selecting the second option is selected on the screen P5 of Fig. 7, the display control unit 232 displays the screen P6 or the screen P6' as shown in Fig. 8(a) or Fig. 8(b). Fig. 8 is a diagram (Fig. 8(a)) showing an example of the screen P6 when the button B51 for selecting the first option is selected on the screen P5, and a diagram (Fig. 8(b)) showing an example of the screen P6' when the button B52 for selecting the second option is selected on the screen P5.
[0074] Screen P6 in FIG. 8(a) includes an area A61 displaying a first character object O61 and an area A62 displaying a second character object O62. The first character object O61 displayed in area A61 is the same as the first character object O51 displayed on screen P5 in FIG. 6. The second character object O62 in area A62 is a similar character object generated or identified in activity A108 in FIG. 3. Here, in activity A110 in FIG. 3, it is preferable that both area A61 and area A62 are displayed simultaneously, as in FIG. 8. This allows the user to compare the first character object O61, which is the previously displayed object, with the second character object O62, which is the newly displayed object, and consider what kind of character they want.
[0075] Screen P6' in Figure 8(b) differs from screen P6 in that the second character object O62' displayed in area A62' is a different character object generated or identified in activity A109 in Figure 3, but is otherwise similar to screen P6.
[0076] Then, the display control unit 232 displays the screen P5 of FIG. 7 again (activity A105). At this time, the first character object O51 is the generated or identified second character object O62 or O62'. That is, the display control unit 232 displays the screen P5 on which the generated or identified second character object O62 or O62' is the first character object O51. By repeatedly generating or identifying and displaying second character objects in this way, the user can quickly arrive at a character object that suits their taste simply by selecting from the first to third options, which are simple options.
[0077] (Similar character objects and different character objects) Next, similar character objects and different character objects will be described in detail. As described above, the generation unit 231 is configured to generate or specify the second character object so that the first character object O61 and the similar character object O62 shown in Fig. 8(a) are more similar to each other than the first character object O61' and the different character object O62' shown in Fig. 8(b). In other words, the different character object O62' can also be said to be a dissimilar character object.
[0078] Specifically, the generation unit 231 generates the second character object O62 or O62' so that at least one of the following (i) to (iii) is satisfied. (i) The similar character object O62 has smaller variations in appearance parameters, which are numerical parameters relating to the appearance of the character object, from the first character object O61 (O61') than the different character object O62'. (ii) The similar character object O62 has fewer changed parts among the multiple parts of the first character object O61 (O61') than the different character object O62'. (iii) The similar character object O62, O62', has a higher matching rate with the first character object O61 (O61') than the different character object O62, exceeding a preset standard. Note that even if all of (i) to (iii) are satisfied, a character object that is identical to the first character object O61 (O61') is excluded from the definition of the similar character object O62.
[0079] Here, the "appearance parameters" in (i) are, for example, the values of numerical parameters indicated by the positions of sliders S31b-S33b and S41b-S43b of slide bars S31-S33 and slide bars S41-S43 in Figures 6(a) and 6(b). In other words, the appearance parameters include parameters that determine the shape of the entire character object or the arrangement of each part.
[0080] For example, it is preferable that the similar character object O62 has its appearance parameters set so that the variation from the first character object O61 (O61') is equal to or less than a preset threshold X. MAX Then, this preset threshold value X can be expressed by the following formula, for example:
number
[0081] A may be, for example, 1 / 8, 1 / 7, 1 / 6, 1 / 5, 1 / 4, 1 / 3, or a value between these two. For example, if A is 1 / 4, the threshold X is set to the maximum value P MAX Therefore, when the appearance parameter value of the first character object O61 (O61') reaches the maximum value P MAX , the appearance parameter of the generated or identified similar character object O62 is set to the maximum value P MAXThe value of the appearance parameter of the first character object O61 (O61') can take a value of 25% to 75% of the maximum value P MAX , the appearance parameter of the generated or identified similar character object O62 is equal to or greater than the maximum value P MAX It can take a value between 50% and 100% of the value.
[0082] On the other hand, for example, the different character object O62' is set so that the variation in appearance parameters from the first character object O61 (O61') exceeds a preset threshold X'. Here, the threshold X' is set to be equal to or greater than the threshold X. In other words, the range of variation in appearance parameters is set to be different when a similar character object O62 is generated and when a different character object O62' is generated. This makes it possible to generate or identify, with simple processing and a small amount of data storage, a similar character object O62 whose overall impression is similar to the first character object O61 (O61'), or a different character object O62' whose overall impression is different from that of the first character object O61 (O61').
[0083] Here, the generation unit 231 may be configured so that when generating or identifying a similar character object O62, appearance parameters that determine the arrangement or size of facial features are given priority over appearance parameters that determine the overall shape of the character. Appearance parameters that determine the overall shape of the character include, for example, appearance parameters related to body type, as determined by sliders S41b to S43b of slide bars S41 to S43 in FIG. 6(b). Appearance parameters that determine the arrangement or size of facial features include, for example, appearance parameters related to eyes, as determined by slide bars S31 to S33 in FIG. 6(a). In this case, since the overall impression is unlikely to be significantly changed, a second character object (similar character object) O62 that is a minor change from the first character object O61 (O61') is likely to be generated or identified. Conversely, the generation unit 231 may be configured so that when a different character object O62' is generated or specified, priority is given to changing the appearance parameters that determine the overall shape of the character.
[0084] Note that if the character used in the game has a three-head or two-head body, and the head accounts for a large proportion of the entire character object (for example, the length of the head is approximately 30% or more of the entire character object), appearance parameters that determine the overall shape of the character may be changed preferentially when a similar character object O62 is generated or identified. Also, appearance parameters that determine the arrangement or size of facial features may be changed preferentially when a different character object O62' is generated or identified.
[0085] As mentioned above, the "multiple parts" in (ii) refer to parts that can be edited by selecting, for example, any of the buttons B2 in Fig. 5. Also, "parts are changed" refers to a change in the type of shape of a part, which is determined by selecting, for example, button B3 in Fig. 6(a) or button B4 in Fig. 6(b).
[0086] For example, in the similar character object O62, the ratio of the number of parts to be changed among the multiple parts of the first character object O61 (O61') can be set to be equal to or less than a preset threshold Y, and in the different character object O62', the ratio of the number of parts to be changed can be set to be higher than the threshold Y'. Here, the threshold Y' is set to be equal to or greater than the threshold Y.
[0087] The thresholds Y and Y' may be, for example, about 10%, 20%, 30%, 40%, 50%, 60%, 70%, or 80%, or may be any value between these values. For example, if the thresholds Y and Y' are 50% and the first character object O61 (O61') has 14 facial features, as shown in FIG. 3, seven or fewer facial features will be changed from the first character object O61 (O61') in the similar character object O62, and eight or more facial features will be changed from the first character object O61 (O61') in the different character object O62'.
[0088] Furthermore, the thresholds Y and Y′ may be set so that the ratio of the number of changed parts of the similar character object O62 to the number of changed parts of the distinct character object O62′ is preferably about 80%, 70%, or 60%, more preferably about 50%, 40%, or 30% or less, or a value between these. For example, if three parts are changed in the similar character object O62 and six parts are changed in the distinct character object O62′, the ratio of the number of changed parts of the similar character object O62 to the number of changed parts of the distinct character object O62′ is 50%. Using such thresholds Y and Y′, it is easy to generate a similar character object O62 that resembles the first character object O61 (O61′) in appearance or a distinct character object O62′ that is significantly different in appearance from the first character object O61 (O61′) with simple processing and a small amount of data storage.
[0089] Here, the generation unit 231 may be configured so that when a similar character object O62 is generated or identified, the type of facial features is changed with priority, rather than the type of overall character shape. The type of overall character shape may be, for example, a body type determined by any of buttons B4 in FIG. 6(b). The type of facial features may be, for example, an eye type determined by any of buttons B3 in FIG. 6(a). In this case, since the overall impression is unlikely to be significantly changed, a second character object (similar character object) O62 that is a minor change from the first character object O61 (O61') is likely to be generated or identified. Conversely, the generation unit 231 may be configured so that when a different character object O62' is generated or specified, the type of shape of the entire character is changed with priority.
[0090] Note that if the character used in the game has a three-head or two-head body, and the head accounts for a large proportion of the entire character object (for example, the length of the head is approximately 30% or more of the entire character object), the type of the overall shape of the character may be changed first when a similar character object O62 is generated or identified. Also, when a different character object O62' is generated or identified, the type of facial features may be changed first.
[0091] The "match rate" of (iii) will be described with reference to FIG. 9. FIG. 9 is a schematic diagram illustrating the match rate of character objects. As shown in FIG. 9, consider the case of determining the match rate between an A character object 51 representing a certain character and a B character object 61 representing another character. The A character object 51 and the B character object 61 are each divided into a plurality of grids 52 and a plurality of grids 62, and feature amounts for each grid are extracted. Then, feature amounts for corresponding grids between the plurality of grids 52 and the plurality of grids 62, such as between grid 51a and grid 61a, are compared. Next, a match rate for each grid, which indicates the degree to which the feature amounts for corresponding grids match, is calculated. Based on these match rates, an overall match rate between the A character object 51 and the B character object 61 is calculated. That is, the match rate is calculated based on a comparison of feature amounts extracted from image information representing the character objects. The process from extracting feature amounts to calculating the match rate may be executed based on a predetermined program or based on reference information such as a machine learning model.
[0092] For example, the similar character object O62 in FIG. 8(a) may have a matching rate with the first character object O61 (O61') that exceeds a threshold Z, which is a preset standard, and the different character object O62' in FIG. 8(b) may have a matching rate with the first character object O61 (O61') that is equal to or lower than the threshold Z', which is a preset standard. Here, the threshold Z' is set to be equal to or lower than the threshold Z. That is, the similar character object O62 has a matching rate with the first character object O61 (O61') that exceeds the preset standard, higher than the different character object O62'. This makes it easier to present a character object that has an overall impression similar to the first character object O61 (O61') as the similar character object O62, and conversely, makes it easier to present a character object that has an overall impression different from the first character object O61 (O61') as the different character object O62'.
[0093] Here, when a similar character object O62 is generated or identified, the generation unit 231 may be configured so that the matching rate of the entire character is higher than the matching rate of the face. That is, the characters have similar shapes overall but different faces. In this case, since the overall impression is unlikely to change significantly, a second character object (similar character object) O62 that is a minor change from the first character object O61 (O61') is likely to be generated or identified. Conversely, when a different character object O62' is generated or identified, the generation unit 231 may be configured so that the matching rate of the entire character is lower than the matching rate of the face.
[0094] Note that when a character used in the game has a head-to-body ratio of 30% or 20%, such that the head accounts for a large proportion of the entire character object (for example, the length of the head is approximately 30% or more of the entire character object), the generation unit 231 may be configured so that when a similar character object O62 is generated or specified, the matching rate for the entire character is lower than the matching rate for the face. Also, when a different character object O62' is generated or specified, the generation unit 231 may be configured so that the matching rate for the face is higher than the matching rate for the entire character.
[0095] Furthermore, regardless of the character's head-to-body ratio, when determining the match rate, only the match rate of the grid at the horizontal center of the character object may be used. To explain this using Figure 9, the match rates of grids 51a, 51b, 61a, and 61b are used, but the match rates of grids 51c, 51d, 61c, and 61d are not used. This makes it possible to generate or identify a similar character object O62 and a different character object O62' based on memorable features of the face and trunk.
[0096] The generation unit 231 may generate a second character object so as to satisfy only one of the rules (i) to (iii), but preferably generates a second character object so as to satisfy two or three rules. For example, the generation unit 231 preferably generates a similar character object O62 so that (i) the amount of change in appearance parameters from the first character object O61 (O61') is smaller than that of the different character object O62', and (ii) the number of parts that are changed among the multiple parts of the first character object O61 (O61') is smaller than that of the different character object O62'. In this way, when a second character object is generated so as to satisfy two or more rules, a second character object that matches the user's selection can be generated more reliably with simple operations and a low processing load.
[0097] By generating a second character object so as to satisfy at least one of the rules (i) to (iii) described above, a similar character object with an impression similar to that of the first character object or a different character object with an impression different from that of the first character object can be generated or identified through simple processing.
[0098] The above-described embodiments may be implemented as an information processing method. The information processing method includes steps of processing executed by an information processing system. The above-described embodiments may also be implemented as a program. The program causes at least one computer to execute the steps of processing executed by the information processing system.
[0099] [Variations] Next, modifications of the above-described information processing system 1 will be described below. In the following modifications, descriptions of matters similar to those in the above-described embodiment will be omitted. The above-described embodiment and the following descriptions can be combined with each other. The following descriptions can also be combined with each other.
[0100] The control unit 23 of the information processing device 2 may be configured to further execute a determination step in activities A108 and A109 of Fig. 3. In other words, the control unit 23 may further include a determination unit. The determination unit is configured to determine whether or not the second character object generated or identified by the generation unit 231 satisfies at least one of the above-mentioned rules (i) to (iii).
[0101] 3 based on the determination result of the determination unit. That is, if the determination unit determines that the second character object generated or identified by the generation unit 231 does not satisfy any of the above-mentioned rules (i) to (iii), the control unit 23 causes the generation unit 231 to generate or identify the second character object again. Then, the control unit continues to cause the generation or identification of the second character object to be repeated until the determination unit determines that at least one of the above-mentioned rules (i) to (iii) is satisfied, and if it is determined that the second character object is satisfied, the control unit proceeds to activity A110. In this case, even if the detailed conditions or branched processing methods for generating or identifying a character to satisfy the rules are not stored in memory unit 22 or memory unit 32, a second character object that is more reliably in line with the user's selection can be generated or identified.
[0102] Furthermore, the determination unit may be configured to determine whether the second character object satisfies two or three of the rules (i) to (iii), instead of whether the second character object satisfies at least one of the rules (i) to (iii). In this case, a similar character object that is more similar to the first character object, or a different character object that is more different from the first character object, is more likely to be generated or identified as the second character object.
[0103] The control unit 23 may be configured to receive a selection input for selecting the first character object or the second character object while or after displaying the second character object in the activity A110 of Fig. 3. That is, the user can select, for example, the first character object O61 or the second character object O62 displayed on the screen P6 of Fig. 8(a). Then, the selected character object is used as the first character object, and the process returns to the activity A106. With this function, if the user feels that the first character object is more preferable than the second character object, the user can return to the first character object and continue generating the character.
[0104] The second character object generated or identified by the generation unit 231 in activities A108 and A109 in Fig. 3 is not limited to one, and may be multiple. In this case, it is preferable that the display control unit 232 display multiple second character objects. For example, the display control unit 232 may display a screen P7 in Fig. 10 instead of the screen P6 in Fig. 8(a). Fig. 10 is a diagram showing a modified example of the screen P7 displaying the second character.
[0105] 8(a) in that the screen P7 includes three similar character objects O72 to O74 in the area A72 for displaying the second character object. The number of similar character objects is not limited to three, and may be two or four or more, but is preferably about five or less. Similarly, a plurality of different character objects O62' may be displayed on the screen P6' of FIG. 8(b).
[0106] Furthermore, the control unit 23 may be configured to allow the user to select one of the similar character objects O72 to O74 in FIG. 10 (or one of the similar character objects O72 to O74 and the first character object O71 in the area A71). When the receiving unit 230 receives a selection input selecting one of the similar character objects O72 to O74, the display control unit 232 may display the selected character object as the first character object O51 on the screen P5 in FIG. 7. The user may select the most preferred character object from among the similar character objects O72 to O74, and then, on the screen P5 in FIG. 7 that is displayed next, select button B51 or B53 to select the first or third option from among buttons B51 to B53 indicating the first to third options. In this case, it is easier to more quickly find a character object that matches the user's preferences.
[0107] Note that a plurality of first character objects may be generated or identified initially in the repetitive process. In this case, it is preferable that the plurality of first character objects satisfy the relationship between the first character object and a different character object. In other words, it is preferable that the plurality of first character objects are dissimilar to one another. In this case, it is more likely that at least one of the plurality of first character objects will be close to the user's preferences, and it is easier to arrive at a character object that matches the user's preferences more quickly.
[0108] In the above-described embodiment, the characters used in the game are described as human beings, but the characters do not have to be human. For example, they may be animals, robots, fictional creatures, or the like. Furthermore, the multiple parts are not limited to human body parts, but may also include, for example, body parts of other living creatures, costumes of characters, or parts of robots.
[0109] 11A and 11B are diagrams showing an example of a screen P8 displaying a first character when a plurality of parts are costumes (FIG. 11A), and a diagram showing an example of a screen P9 displaying a second character when a plurality of parts are costumes (FIG. 11B). As shown in FIG. 11A, the generation unit 231 generates or identifies a first character object O81 to be displayed in an area A82 by combining a plurality of costumes, rather than by using the body parts of the character. In this example, the body of the character object is determined, for example, by the processing of the above-described embodiment, or is determined by default, and is not changed. Then, when the reception unit 230 receives a selection input in which buttons B81 to B83 for selecting the first to third options are selected, the generation unit 231 generates or identifies a second character object, and the display control unit 232 displays the second character object.
[0110] Fig. 11(b) shows a screen P9 that displays the second character when button B81 for selecting the first option is selected on screen P8 of Fig. 11(a). In area A92, a second character object (similar character object) O92 wearing an outfit similar to that of first character object O81 of Fig. 11(a) is displayed. According to this modified example, in a game with a wide variety of costumes, it is possible to present a character object wearing a costume that matches the user's preferences.
[0111] The multiple parts may include, for example, both body parts and clothing, in which case the generation unit 231 generates or identifies the first character object or the second character object by generating or identifying both the clothing and the shape of the character itself.
[0112] Furthermore, if the multiple parts include costumes or robot parts, the "match rate" of the similar character object and the different character object in rule (iii) does not have to be calculated based on a comparison of feature values. In this case, the match rate may be calculated based on a comparison of the character's ability parameters, i.e., a comparison of parameters that numerically represent the performance of the character represented by the character object in the game. This will be further explained with reference to Figures 12(a) and 12(b).
[0113] 12A and 12B are diagrams showing an example of a screen P8′ displaying a first character when the robot has multiple parts (FIG. 12A), and a diagram showing an example of a screen P9′ displaying a second character when the robot has multiple parts (FIG. 12B). Screen P8′ includes an area A83′ displaying specification information I81′. Specification information I81′ is ability parameters related to the combat ability, etc., of a character represented by a first character object O81′ displayed in an area A82′ displaying the character. In other words, it is information indicating parameters of the performance that the character represented by the first character object O81′ will demonstrate in the game. If the second character object to be generated next is a similar character object, the matching rate between the ability parameters indicated by this specification information I81′ and the ability parameters of the second character object exceeds a preset standard. Conversely, if the second character object to be generated next is a different character object, the matching rate of the specification information is below a preset standard.
[0114] FIG. 12(b) shows a screen P9' displaying a second character when a button B81' for selecting the first option is selected on the screen P8' of FIG. 12(a). An area A93' of the screen P9' displays spec information I91' indicating the specs of the character represented by the second character object O92' displayed in area A82'. As shown in FIG. 12(b), the spec information I91' preferably includes difference information indicating the level of each spec of the character represented by the second character object O92' compared to each ability parameter of the character represented by the first character object O81'. In this case, the user can easily understand how the ability parameters differ between the first character object O91' and the second character object O92'. In this way, when the matching rate is calculated based on ability parameters, it is easy to generate or identify a second character object that the user desires in a game in which the performance of the character is important.
[0115] In the above-described embodiment, the information processing device 2 performs various storage and control operations. However, multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using blockchain technology or the like. In addition, in the above-described embodiment, the reception unit 230, the generation unit 231, and the display control unit 232 are described as functional units implemented by the control unit 23 of the information processing device 2. However, at least some of these may be implemented as functional units implemented by an external server (not shown) or as functional units implemented by the control unit 33 of the game device 3. Furthermore, it may be provided in the following manner.
[0116] (1) An information processing system including a processor, the processor being configured to execute the following steps by reading a program: a receiving step receiving a selection input by a user related to a first character object, wherein the selection input is an input selecting a first option or a second option; a generating step generating or identifying a second character object different from the first character object based on the selection input, wherein the second character object is configured by combining a plurality of parts, and when the first option is selected, a similar character object is generated or identified as the second character object, and when the second option is selected, a different character object is generated or identified as the second character object, and the first character object and the similar character object are more similar to each other than the first character object and the different character object are to each other.
[0117] (2) In the information processing system described in (1) above, the similar character object has smaller variations in appearance parameters, which are numerical parameters related to the appearance of a character object, from the first character object than the different character object, the number of parts that are changed among the multiple parts that the first character object has is smaller, or the matching rate with the first character object is higher than a predetermined standard.
[0118] (3) In the information processing system described in (2) above, the similar character object has a smaller variation in appearance parameters from the first character object than the different character object, and the appearance parameters include parameters that determine the shape of the entire character object or the arrangement of each part.
[0119] (4) In the information processing system described in (2) or (3) above, the similar character object has fewer parts that are changed among the multiple parts of the first character object than the different character object, and the ratio of the number of parts that are changed of the similar character object to the number of parts that are changed of the different character object is 50% or less.
[0120] (5) In the information processing system described in any one of (2) to (4) above, the similar character object has a matching rate with the first character object that is higher than a predetermined standard than the different character object, and the matching rate is calculated based on a comparison of features extracted from image information representing the character object.
[0121] (6) In the information processing system described in any one of (2) to (5) above, the similar character object has a matching rate with the first character object that is higher than a predetermined standard than the different character object, and the matching rate is calculated based on a comparison of performance parameters that the character object exhibits in the game.
[0122] (7) In the information processing system described in (6) above, the performance parameters include at least one of attack power, defense power, and speed.
[0123] (8) In the information processing system described in any one of (2) to (7) above, the similar character object has a smaller variation in the appearance parameters from the first character object than the different character object, and the number of parts that are changed among the multiple parts that the first character object has is smaller.
[0124] (9) In the information processing system described in any one of (1) to (8) above, the first character object and the second character object are objects representing a human shape, and the multiple parts are parts of a human body.
[0125] (10) In the information processing system described in (9) above, the plurality of parts are parts of a human face.
[0126] (11) In the information processing system according to any one of (1) to (10) above, the plurality of parts include at least a costume of the character object.
[0127] (12) In the information processing system described in any one of (1) to (11) above, in the display control step, the generated or identified second character object is displayed as a new first character object so that it can be seen by the user, and the reception step, the generation step, and the display control step are executed again with the generated second character object as the new first character object.
[0128] (13) An information processing method, comprising the steps of the information processing system according to any one of (1) to (12) above.
[0129] (14) A program that causes at least one computer to execute each step of the information processing system according to any one of (1) to (12) above. Of course, this is not the case.
[0130] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0131] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Reception 231 :Generation part 232: Display control unit 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 51: A character object 51a: Grid 51b: Grid 51c: Grid 51d: Grid 52: Grid 61: B character object 61a: Grid 61b: Grid 61c: Grid 61d: Grid 62: Grid P1: Screen B11: Button B12: Button P2: Screen A21 :Area A22 :Area B2: Button B21: Button B22: Button O21: Initial character object P3: Screen A31 :Area A32 :Area B3: Button B31: Button O31: Character Object S31: Slide bar S31a: Reference line S31b: Slider S32: Slide bar S32a: Reference line S33: Slide bar S33a:Reference line P4: Screen A41 :Area A42 :Area B4: Button B41: Button O41: Character Object S41: Slide bar S41a: Reference line S41b: Slider S42: Slide bar S42b: Slider S43: Slide bar S43b: Slider P5: Screen A51 :Area A52 :Area B51: Button B52: Button B53: Button O51: First character object P6: Screen A61 :Area A62 :Area O61: First character object O62: Similar character object (second character object) P6': Screen A62' :Area O61': First character object O62': Different character object (second character object) P7: Screen A71 :Area A72 :Area O71: First character object O72: Similar character object (second character object) O73: Similar character object (second character object) O74: Similar character object (second character object) P8: Screen A82 :Area B81: Button O81: First character object P9: Screen A92 :Area O92: Second character object P8' :Screen A82' :Area A83' :Area B81': Button O81': First character object P9': Screen A92' :Area A93' :Area I81': Specification information I91': Specification information I91'a :Difference information O91': First character object O92': Second character object
Claims
1. An information processing system, a processor; The processor is configured to execute the following steps by reading the program: the receiving step receives a selection input by a user related to a first character object, wherein the selection input is an input selecting a first option or a second option, and the first option and the second option are options as to whether or not a second character object different from the first character object is to be made similar to the first character object; In the generating step, the second character object is generated or specified based on whether the selection input is made for the first option or the second option, wherein: the second character object is configured by combining a plurality of parts; When the first option is selected, a similar character object is generated or identified as the second character object; When the second option is selected, a different character object is generated or identified as the second character object; the first character object and the similar character object are more similar to each other than the first character object and the different character object; Information processing system.
2. 2. The information processing system according to claim 1, The similar character object is more likely to be a different character object than the different character object. The appearance parameters of the character object, which are numerical parameters relating to the appearance of the character object, have a small variation from that of the first character object. The number of parts to be changed is small among the plurality of parts possessed by the first character object, or the matching rate with the first character object is higher than a preset standard; Information processing system.
3. 3. The information processing system according to claim 2, The similar character object has a smaller variation in the appearance parameters from the first character object than the different character object. The appearance parameters include parameters that determine the shape of the entire character object or the arrangement of each part. Information processing system.
4. 3. The information processing system according to claim 2, the similar character object has fewer parts to be changed among the plurality of parts of the first character object than the different character object; a ratio of the number of the changed parts of the similar character object to the number of the changed parts of the different character object is 50% or less; Information processing system.
5. 3. The information processing system according to claim 2, The similar character object has a higher matching rate with the first character object than the different character object, exceeding a predetermined standard; the matching rate is calculated based on a comparison of feature amounts extracted from image information representing a character object; Information processing system.
6. 3. The information processing system according to claim 2, The similar character object has a higher matching rate with the first character object than the different character object, exceeding a predetermined standard; The match rate is calculated based on a comparison of parameters of performance exhibited by the character object in the game. Information processing system.
7. 7. The information processing system according to claim 6, The performance parameters include at least one of attack power, defense power, and speed. Information processing system.
8. 3. The information processing system according to claim 2, The similar character object is more likely to be a different character object than the different character object. The variation of the appearance parameters from the first character object is small, and Among the plurality of parts possessed by the first character object, the number of parts to be changed is small; Information processing system.
9. 2. The information processing system according to claim 1, the first character object and the second character object are objects representing a human form, The plurality of parts are parts of a human body. Information processing system.
10. 10. The information processing system according to claim 9, The plurality of features are parts of a human face. Information processing system.
11. 2. The information processing system according to claim 1, The plurality of parts includes at least a costume of the character object. Information processing system.
12. 2. The information processing system according to claim 1, In the display control step, the generated or identified second character object is displayed as a new first character object so as to be visible to the user; the receiving step, the generating step, and the display control step are executed again using the generated second character object as a new first character object. Information processing system.
13. In the information processing system according to claim 1, the display control step displays a first selection object and a second selection object, the first selection object and the second selection object being objects presenting the first option and the second option, respectively; In the generating step, When a selection input for the first selection object is received, the first option is selected, and the similar character object is generated or identified as the second character object; When a selection input for the second selection object is received, the second option is selected, and the different character object is generated or identified as the second character object. Information processing system.
14. An information processing method, comprising: The information processing system according to any one of claims 1 to 13, method.
15. A program, causing at least one computer to execute each step of the information processing system according to any one of claims 1 to 13; program.
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