Program, information processing system, information processing device
The system addresses the lack of customization in AI-controlled games by allowing players to interactively adjust AI behavior, enhancing gameplay convenience and optimization through input-driven control processes.
Patent Information
- Application Number
- JP2023075580
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-01
- Publication Date
- 2026-02-20
- Estimated Expiration
- 2043-05-01
AI Technical Summary
Existing game systems controlled by AI lack convenience in allowing players to customize and optimize AI behavior effectively, leading to suboptimal gameplay experiences.
A system that includes a control program with acquisition and request mechanisms to identify unrealized control processes, allowing players to input information to generate necessary control parameters, and adjust AI behavior through interactive dialogue with conversational AI to correct errors and enhance gameplay.
Enhances gameplay convenience by enabling players to customize AI behavior, improving survivability and resource acquisition, and optimizing game experiences through interactive AI adjustments.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing system, and an information processing device. [Background technology]
[0002] In the game device described in Patent Document 1 below, characters in the game are controlled by AI (artificial intelligence), and the game progresses automatically. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Special Publication No. 2019-520154 Summary of the Invention [Problem to be solved by the invention]
[0004] The game described in Patent Document 1 has room for improvement in terms of convenience. An object of the present disclosure is to provide a program, an information processing system, and an information processing device that can improve convenience. [Means for solving the problem]
[0005] The first aspect comprises a computer comprising: a control means for executing a control program that performs control processing based on predetermined control parameters in a virtual space to which predetermined rules are applied; a first acquisition means for acquiring input information input from a player to the interactive artificial intelligence; a request means for outputting request information to the player requesting input of the input information to the interactive artificial intelligence; and a second acquisition means for acquiring generated information generated by the interactive artificial intelligence, the first acquisition means acquires first input information as the input information, and acquires first generation information as the generation information using the first input information, the rule, and the control parameter as inputs; the control means identifies an unrealized control process that is the control process that is not realized by the control program to which the first generation information is applied, the request means, in response to the non-realizable control process being identified, outputs the request information requesting the player to input second input information, which is the input information for generating second generation information, which is the generation information; the first acquisition means acquires the second input information input by the player based on the request information; the second acquisition means acquires the second generation information, which is applied to the control program using the second input information and / or the first input information, the rule, and the control parameter as input, to realize the unrealized control process; The control means executes the control program to which the first generation information and the second generation information have been applied. It is a program.
[0006] In a first aspect, at least one of the first generation information and the second generation information can be information that specifies the control parameter from among pre-set candidates in the control program before the first generation information is applied. In a first aspect, at least one of the first generation information and the second generation information can be information that adds a control parameter that was not pre-set in the control program before the first generation information was applied.
[0007] In a first aspect, the control program includes restriction information that restricts a control mode of the control process; When the control process based on the generation information deviates from the restriction information, the control means can not apply the generation information that causes the control process that causes the deviation to the control program.
[0008] In a first aspect, the control means identifies the generated information that causes the control process that is a cause of the deviation to be executed, The request means can output the request information requesting the player to input third input information, which is the input information for causing the interactive artificial intelligence to generate third generation information, which is the generation information for preventing the identified generation information from deviating from the restriction information.
[0009] In a first aspect, the control means associate the generation information with each of a plurality of pieces of setting information based on an input operation by the player; When starting a predetermined control unit in which the control process is executed, the designation of any of the setting information is accepted based on an input operation by the player, and the control process can be executed in the virtual space based on the generation information associated with the designated setting information.
[0010] In the first aspect, the computer further functions as a display means, The control means proceeds with the control unit based on the designated setting information, the first acquisition means acquires the input information for outputting the generation information for modifying the generation information associated with the setting information specified for executing the control unit; The display means can display a result of the control process included in the control unit when the player inputs the input information.
[0011] In a first aspect, the control means starts a predetermined control unit in which the control process is executed, the first acquisition means acquires the input information while the control unit is being executed, the second acquisition means acquires the generation information based on the input information while the control unit is being progressed; The control means can execute the control process based on the control program to which the generation information has been applied while the control unit is being executed.
[0012] The second aspect of the present invention is a control unit that executes a control program that performs control processing based on predetermined control parameters in a virtual space to which predetermined rules are applied; a first acquisition unit that acquires input information input from a player to the interactive artificial intelligence; a request unit that outputs request information that requests the player to input the input information to the interactive artificial intelligence; a second acquisition unit that acquires generated information generated by the interactive artificial intelligence, The first acquisition unit acquiring first input information as the input information, and acquiring first generation information as the generation information using the first input information, the rule, and the control parameter as inputs; the control unit identifies an unrealized control process that is the control process that is not realized by the control program to which the first generation information is applied, the request unit, in response to the non-realization control process being identified, outputs the request information requesting the player to input second input information, which is the input information for generating second generation information, which is the generation information; the first acquisition unit acquires the second input information input by the player based on the request information; the second acquisition unit acquires the second generation information, which is applied to the control program using the second input information and / or the first input information, the rule, and the control parameter as input, to realize the unrealized control process; The control unit executes the control program to which the first generation information and the second generation information are applied. It is an information processing system.
[0013] A third aspect of the present invention is a control unit that executes a control program that performs control processing based on predetermined control parameters in a virtual space to which predetermined rules are applied; a first acquisition unit that acquires input information input from a player to the interactive artificial intelligence; a request unit that outputs request information that requests the player to input the input information to the interactive artificial intelligence; a second acquisition unit that acquires generated information generated by the interactive artificial intelligence, The first acquisition unit acquiring first input information as the input information, and acquiring first generation information as the generation information using the first input information, the rule, and the control parameter as inputs; the control unit identifies an unrealized control process that is the control process that is not realized by the control program to which the first generation information is applied, the request unit, in response to the non-realization control process being identified, outputs the request information requesting the player to input second input information, which is the input information for generating second generation information, which is the generation information; the first acquisition unit acquires the second input information input by the player based on the request information; the second acquisition unit acquires the second generation information, which is applied to the control program using the second input information and / or the first input information, the rule, and the control parameter as input, to realize the unrealized control process; The control unit executes the control program to which the first generation information and the second generation information are applied. It is an information processing device. [Effects of the Invention]
[0014] According to the present disclosure, it is possible to provide a program, an information processing system, and an information processing device that can improve convenience. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is a block diagram showing a schematic configuration of a game system according to a first embodiment. [Figure 2]FIG. 1 is a diagram schematically illustrating an overview of a game according to a first embodiment. [Figure 3] FIG. 2 is a diagram schematically illustrating an overview of a game program according to a first embodiment. [Figure 4] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 5] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 6] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 7] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 8] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 9] FIG. 2 is a diagram illustrating a process flow of the game system of the first embodiment. [Figure 10] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 11] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 12] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 13] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 14] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 15] 10 is an example of a screen displayed on a display during a game in the first embodiment. [Figure 16] 4 is a sequence chart showing an example of the operation of the game system of the first embodiment. [Figure 17] 10 is an example of a screen displayed on a display during a game in the second embodiment. [Figure 18] 10 is an example of a screen displayed on a display during a game in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0016] [First embodiment] A first embodiment of a game system 1 of the present disclosure will be described with reference to the drawings. <Game Description> 1, a server device 2, an AI (artificial intelligence) device 3, and multiple game devices 5 are communicably connected to one another via a communication network 6, and a game provided by the server device 2 is executed on the game devices 5. In this embodiment, the game system 1 corresponds to an information processing system, the game devices 5 correspond to information processing devices, and the AI devices 3 correspond to interactive artificial intelligence.
[0017] The game of this embodiment is an online game executed in the game system 1. In this game, a player of a game device 5 causes a player character to act in a virtual game space. The player character corresponds to an object. The game of this embodiment is a so-called idle game in which the game progresses as the player character automatically acts without any operation by the player. Specifically, the player's own player character P10 acts within a game field F10, which is a virtual game space such as that shown in FIG. 2. In addition to the player's own player character P10, enemy characters E20 to E22 and the like exist within the game field F10. The enemy characters E20 and E21 are, for example, non-player characters, and the enemy character E22 is, for example, an enemy player character controlled by another player. The player character P10 acts within the game field F10 with the objective of surviving while fighting against the enemy characters E20 to E22 and the like. Note that the objective of the player character P10 in the game may be a so-called battle royale type game in which the objective is to survive until the last player remains, or it may be to survive while fighting enemies that appear one after another. The following describes an example in which the objective of the game of this embodiment is a battle royale type game.
[0018] The player character P10 moves within the game field F10 under automatic control by AI. In the game of this embodiment, the player customizes the AI of the player character P10 to suit his or her preferences, thereby making the AI of the player character P10 smarter. The player can customize the characteristics of the AI of the player character P10 by verbally inputting instructions for the player character P10's actions to the interactive AI provided by the AI device 3. When the player starts the game, the player character P10 moves automatically within the game field F10 under AI control, fighting or avoiding combat with the enemy characters E20 to E22, while defeating the enemy characters E20 to E22. By defeating the enemy characters E20 to E22, the player character P10 gains experience points and various materials, which are game media, thereby becoming stronger and enabling him or her to defeat stronger enemy characters. In this game, after the game starts, one turn ends when the player character P10 is defeated by an enemy character or when he or she survives until he or she is the last one standing. In this embodiment, one turn of the game corresponds to a control unit. When one turn ends, the player can check the game results for that turn on a result screen. Taking into consideration the game results displayed on the result screen, the player improves the AI of the player character P10 through dialogue with the interactive AI so as to increase the survivability of the player character P10.
[0019] In the game of this embodiment, the user can acquire game content. Game content is electronic data representing elements related to the game, such as a player character operated by the user in a virtual space, items such as weapons, armor, and tools that the player character can use in the game field F10, and consumable media including various virtual currencies that can be used in the game. The user can obtain game content by purchasing it for a fee, as a reward for completing quests or various in-game events, or through a lottery system known as gacha.
[0020] Virtual currency may be either paid or free. Paid virtual currency is virtual currency that is acquired by paying a fee. Free virtual currency is virtual currency that is acquired without paying a fee. Free virtual currency may be acquired as the game progresses, for example, as a bonus given to a user when logging into the game (a so-called login bonus), or as a bonus given to a user for completing a game event such as a quest. A quest is game content that is associated with tasks and conditions to be achieved in the game. A clearing condition is set for each quest. When the clearing condition for a quest is achieved through the user's game actions, the user is awarded a predetermined reward.
[0021] Gacha is a method of selecting game media by lottery based on a predetermined selection ratio. The selected game media is then awarded to the user. Game media consumed to play gacha include, for example, "paid stones," which are paid game media awarded to users through a payment operation, and "free stones," which are free game media awarded to users through gaming activities. Note that "granting game media to a user" is synonymous with "associating the game media with identification information identifying the user." Furthermore, "the user owns the game media" is synonymous with "the game media is associated with identification information identifying the user."
[0022] Such games are played using a game device 5, which is a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), or an electronic device such as a personal computer, a smartphone, or a tablet. In the following, a case where the game device 5 is a smartphone will be exemplified.
[0023] <Game System Overview> As shown in FIG. 1, the game system 1 is made up of a server device 2, an AI device 3, and a plurality of game devices 5. The server device 2 stores game programs and game data, and manages the game data of the game device 5, more specifically, manages the game data for each account.
[0024] The game device 5 executes a predetermined game based on user operations. To do so, the game device 5 receives, specifically downloads and installs, a game program and game data from the server device 2 via the communication network 6. Each user is assigned account information associated with the game device 5. The account information includes identification information, a password, and the like. The account information is transmitted from the game device 5 to the server device 2 at the time of login, and is used for user authentication on the server device 2.
[0025] After user authentication, the server device 2 and the game device 5 can communicate with each other. After logging in, the game device 5 receives data necessary for the game progress, such as data related to the game progress status, from the server device 2, and then progresses the game while outputting game images and sounds based on user operations.
[0026] The AI device 3 is a so-called conversational AI, which responds in a conversational format to input information input by voice or text. As the AI device 3, ChatGPT, for example, can be used. <Game system configuration> Hereinafter, the hardware configuration of each of the server device 2 and the game device 5 will be described with reference to FIG.
[0027] <Server device configuration> The server device 2 provides a game to the game device 5. As shown in Fig. 1, the server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0028] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN. 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 of this embodiment, as well as various data such as a user DB (Data Base) 221.
[0029] The user DB 221 stores, for each user identification number playing the game, user information, information about the player character operated by the user, and the amount of consumable media usable in the virtual game space, all associated with each other. The user information includes information such as the user name and user rank. The information about the player character includes information such as the player character's level and status, and equipment and items associated with the player character.
[0030] The control unit 23 is configured by a microcomputer having a CPU and a semiconductor memory, and controls the operation of the server device 2. The control unit 23 executes various programs to function as information processing means 231 and collating means 232. In this embodiment, these means 231 and 232 correspond to an information processing unit and a collating unit, respectively.
[0031] -Information processing means- The information processing means 231 transmits and receives various data to and from each game device 5. Main data received by the information processing means 231 includes download request information for a game program, a gacha lottery request in response to a user operation, account information, game data, etc. Main data transmitted by the information processing means 231 includes information for confirming that the game device 5 has received the game program, information regarding game content obtained through gacha, etc.
[0032] -Method of verification- The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account. <Configuration of Game Device 5> 1, the game device 5 has a display 61, a speaker 62, and a touchpad 63, which are either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59. The hardware configurations of the multiple game devices 5 are basically the same, so redundant explanations will be omitted.
[0033] The network interface 51 is communicably connected to the communication network 6 for transmitting and receiving various data between the game device 5 and the server device 2, and between the game device 5 and the AI device 3. The graphics processing unit 52 draws game images in a moving image format based on game image information output from the control unit 56. The game images include characters and various objects related to the virtual game space. The graphics processing unit 52 is connected to, for example, a liquid crystal display 61, and displays the game images drawn in a moving image format on the display 61 as a game screen.
[0034] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds based on instructions from the control unit 56 , and outputs the game sounds from the speaker 62 . The operation unit 54 is connected to the touchpad 63, and transmits and receives data related to operations and inputs to and from the touchpad 63. The user can input operation signals to the game device 5 by touching the touchpad 63.
[0035] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including a part of the game program, account information of the game device 5, etc. The control unit 56 is configured by a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a game execution unit 561, a communication unit 562, a request unit 563, a first acquisition unit 564, a second acquisition unit 565, an audio unit 566, and a display unit 567. These units 561 to 567 correspond to the game execution unit, the communication unit, the request unit, the first acquisition unit, the second acquisition unit, the audio unit, and the display unit, respectively.
[0036] -Game execution method- The game execution means 561 executes a game on the game device 5. Specifically, the game execution means 561 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 or receives it from the server device 2 based on a user's operation of the touchpad 63. The game execution means 561 generates two-dimensional or three-dimensional game image information while executing a game program using the data such as the virtual game space objects and textures. The game image information is processed by the graphics processing unit 52, and the processed game images are sequentially displayed on the display 61.
[0037] Specifically, the game execution means 561 automatically controls the player character P10 to act within the game field F10 based on predetermined rules using AI control. The predetermined rules include basic rules and player rules. The basic rules are the basic rules of the game of this embodiment. Since the game of this embodiment is a battle royale format as described above, the basic rules are set so that, for example, the player character P10 patrols the game field F10, and when an item, which is a game medium, is found within a predetermined search range, the player character P10 goes to acquire the item, and when an enemy character is found within the predetermined search range, the player character P10 performs an action such as attacking or retreating. Note that the attacks of the player character P10 may include not only normal attacks but also skill attacks that are activated by consuming predetermined skill points. Skill points are automatically recovered over time in the game.
[0038] The game execution means 561 determines whether to have the player character P10 fight an enemy character by, for example, acquiring information about the enemy character and then comparing the acquired information about the enemy character with information about the player character P10. The information about the enemy character and the player character P10 includes various parameters such as strength and intelligence, and attributes such as fire attribute and water attribute. The game execution means 561 calculates the survival probability SP of the player character P10 using a predetermined formula, for example, using parameters such as the level difference between the enemy character and the player character P10, attribute compatibility, and remaining hit points. The survival probability SP can take a value ranging from 0% to 100%, and the higher the value, the higher the survival probability of the player character P10. If the calculated survival probability SP satisfies a predetermined condition, the game execution means 561 controls the player character P10 to initiate combat with the enemy character. However, if the survival probability SP does not satisfy the predetermined condition, the game execution means 561 controls the player character P10 to withdraw.
[0039] Note that some of the information obtainable from an enemy character may contain parameters that cannot be referenced. For example, information on the enemy character's attack power may be obtainable, but information on the enemy character's weapon may not be obtainable. Or, information on the type of weapon of the enemy character may be obtainable, but the unique name of the enemy character's weapon may not be obtainable.
[0040] The predetermined condition set for the survival probability SP is, for example, a condition as to whether the survival probability SP is higher than a threshold value SPth. For example, if the survival probability SP is higher than the threshold value SPth, the game execution means 561 starts a battle with an enemy character, and if the survival probability SP is equal to or lower than the threshold value SPth, the game execution means 561 causes the player character P10 to retreat.
[0041] In the game of this embodiment, in addition to a threshold value SPth set for the survival probability SP, there are multiple game parameters that determine the automatic behavior of the player character P10. As shown in FIG. 3, the game program GP of this embodiment includes not only a basic main code PC10 of the game, but also a sub-code PC20 that specifies the setting values and setting ranges of various game parameters. Therefore, by rewriting the sub-code PC20, it is possible to freely change the behavior of the player character P10 in the game field. In this embodiment, the game program GP corresponds to a control program.
[0042] The sub-code PC20 is created by the AI device 3 through a dialogue between the AI device 3 and the player and is incorporated into the game program GP. For example, when the AI device 3 receives the basic rules of the game and information on the first player rules created by the player, it creates a sub-code PC20 corresponding to them.
[0043] As described above, the basic rules include the basic rules of the game of this embodiment, game parameter items that determine the actions of the player character P10, coding of the game program GP, etc. An example of a game parameter item is the survival probability SP.
[0044] The first player rule is a course of action desired by the player for the player character P10 during the game, such as prioritizing survival. When the player sets prioritizing survival of the player character P10 as the first player rule through dialogue with the AI device 3, the AI device 3 sets a threshold value SPth for the survival probability SP that allows the player character P10 to act with a survival-oriented attitude based on the basic rules of the game, and also generates a sub-code PC20 that can incorporate the threshold value SPth into the game program GP. In this embodiment, various game parameters such as the threshold value SPth included in the sub-code PC20 correspond to control parameters.
[0045] If the player sets the first player rule to emphasize item efficiency, the AI device 3 generates sub-code PC20 to change the threshold value SPth based on whether the player character P10 can acquire a required item from an enemy character, for example, based on information about items that the enemy character may drop, so that the player character P10 will act with an emphasis on item efficiency while following the basic rules of the game. For example, the AI device 3 generates sub-code PC20 to lower the threshold value SPth when the player character P10 can acquire a required item from the enemy character, thereby making it easier for the player character P10 to fight the enemy character. If the player sets the first player rule to emphasize PvP, the AI device 3 generates sub-code PC20 to change the threshold value SPth when fighting an enemy player character controlled by another player. For example, the AI device 3 generates sub-code PC20 to lower the threshold value SPth when fighting an enemy player character, thereby making it easier for the player character P10 to fight the enemy player character.
[0046] Incidentally, when the sub-code PC20 is created by the AI device 3, there is a possibility that the sub-code PC20 may contain an error. For example, after incorporating the sub-code PC20 created by the AI device 3 into the game program GP, the game execution means 561 verifies whether the game program GP contains an error when compiling the game program GP. If the game program GP does not contain an error, the game execution means 561 executes the game program GP including the sub-code PC20 as is. If the game program GP contains an error and the error is correctable, such as an error in a variable definition, the game execution means 561 appropriately corrects the sub-code PC20 to make it compatible with the game program GP, and then executes the game program GP into which the corrected sub-code PC20 has been incorporated.
[0047] If the game program GP contains an error that cannot be corrected, the game execution means 561 requests the player, via the AI device 3, to create new player rules to correct the error. For example, if the error is an error that an unrealized control process exists, the game execution means 561 identifies the content of the unrealized control process. An unrealized control process is a control process of the player character P10 that will not be implemented in the implemented game program GP. For example, if the subcode PC20 does not specify the content of automatic item generation, the player character P10 will not perform any action related to item generation. Such control process that the player character P10 does not perform is an unrealized control process. Further automating the action related to item generation would allow the player character P10 to automatically create an item immediately when it acquires it, thereby reducing the player's effort. Therefore, it is beneficial to set such a control process for the player character P10. If such an unrealized control process exists, the game execution means 561 instructs the request means 563 to request the player to input a new second player rule that can eliminate the unrealized control process.
[0048] When the player sets the second player rules, the AI device 3 creates a new sub-code PC21 corresponding to the basic rules of the game, the first player rules, and the second player rules. After incorporating this sub-code PC21 into the game program GP, the game execution means 561 verifies whether the game program GP contains any errors. If the game execution means 561 determines that the game program GP contains an error, it either corrects the error or requests the player to set new player rules to correct the error. In this way, the sub-code is continuously corrected through interaction between the player and the AI device 3 until the game program GP no longer contains any errors. Then, when the game program GP no longer contains any errors, the game execution means 561 executes the game program GP.
[0049] In this embodiment, the game execution means 561 corresponds to the control means that controls the player character P10. -Means of communication- The communication means 562 communicates with the server device 2 via the network interface 51. The communication means 562 generates information that the server device 2 can grasp based on, for example, various operation signals received by the operation unit 54 from the touchpad 63, and transmits the information to the server device 2. For example, the communication means 562 transmits account information, download request information for new game data, and the like to the server device 2. The communication means 562 also receives, from the server device 2, new game data transmitted from the server device 2 in response to the download request information, information regarding the game media selected by lottery processing, and the like.
[0050] Furthermore, the communication means 562 communicates with the AI device 3 via the network interface 51. The communication means 562 transmits to the AI device 3 information such as the basic rules of the game and player rules input by the player, for example. - Request means - The request means 563 communicates with the AI device 3 via the communication means 562, thereby requesting instructions from the AI device 3 to the player. The request means 563 requests, for example, the player to input some kind of instruction to the AI device 3. Furthermore, when the request means 563 receives a request from the game execution means 561 to input a new second player rule that can resolve the unrealized control process, it notifies the player of the requested content via the AI device 3. For example, when an automatic operation related to the generation of an item is the unrealized control process, the request means 563 notifies the player via the AI device 3 to instruct the player on the content of the automatic operation related to the generation of the item.
[0051] -First acquisition method- The first acquisition means 564 acquires input information input by the player operating the operation unit 54. For example, the first acquisition means 564 acquires information input to the AI device 3 by the player.
[0052] -Second acquisition method- The second acquisition means 565 acquires various information generated by the AI device 3. For example, the second acquisition means 565 acquires the sub-codes PC20 and PC21 generated by the AI device 3.
[0053] The second acquisition means 565 may acquire the sub-codes PC20, PC21 from the AI device 3 via the communication means 562. In addition, if the player manually inputs the sub-codes PC20, PC21 created by the AI device 3 by operating the operation unit 54, the second acquisition means 565 may acquire information on the sub-codes PC20, PC21 from the operation unit 54.
[0054] -Audio means- The audio means 566 controls the audio output of the speaker 62 based on the user's operation on the game device 5 during execution of the game. -Display means- The display means 567 controls the display output of the display 61 based on the user's operation on the game device 5 when the game is executed.
[0055] Next, an example of a screen displayed on the display 61 by the display means 567 will be described. When the user starts the game, the display means 567 displays the top screen 70 shown in Fig. 4. The top screen 70 is provided with a gacha button 700, an item button 701, a formation button 702, an AI setting button 703, and a quest button 704.
[0056] The gacha button 700 is a button for requesting the execution of a gacha by consuming paid stones or unpaid stones. When the user operates the gacha button 700 and then selects one of multiple types of gacha, the paid stones or unpaid stones associated with the user are consumed and the selected gacha is executed.
[0057] The item button 701 is a button that is operated when checking items, which are game media possessed by the player character P10. When the item button 701 is operated by the player, the display means 567 displays an item display screen 71 as shown in Fig. 5 on the display 61. As shown in Fig. 5, the item display screen 71 is provided with a weapon button 710, an armor button 711, an item button 712, and a display area 713.
[0058] The player can check the weapon items WA11 to WA13 possessed by the player character P10 by operating the weapon button 710. In this embodiment, the weapon items WA11 to WA13 are game contents that can increase the attack power of the player character P10. When the player operates the weapon button 710, a list of the weapon items possessed by the player is displayed in a display area 713, as shown in FIG. 5.
[0059] In the display area 713, the player can select one of the displayed weapon items WA11 to WA13, thereby displaying further items that can be evolved from the selected weapon item. Fig. 5 shows a state in which weapon item WA11 has been selected and weapon item WA14, the evolved weapon item of weapon item WA11, is also displayed.
[0060] To evolve a weapon item, one or more predetermined material items are required. The required material items are displayed in the lower right corner of the display area 713. The item display screen 71 in FIG. 5 displays material items I10 to I12 required to evolve weapon item WA11 into weapon item WA14. If the player character P10 does not possess a required material item or does not possess the required number of material items, a message such as "Insufficient" is displayed below the icon, as in the case of material item I10. Material items can be acquired by executing gacha or by the player character P10's actions within the game field. The player character P10 can acquire material items by exploring the game field or defeating enemy characters.
[0061] Similarly, the player can check the armor items possessed by the player character P10 by operating the armor button 711. Furthermore, the player can check the consumable items possessed by the player character P10 by operating the item button 712. In this embodiment, the armor items are game media that can increase the defensive power of the player character P10. The consumable items are items that are consumed when used by the player character P10, and are items that can restore the life of the player character P10 when used, for example.
[0062] The formation button 702 shown in Fig. 4 is a button that is operated when switching items equipped by the player character P10. When the formation button 702 is operated by the player, the display means 567 displays a formation screen 72 as shown in Fig. 6 on the display 61. As shown in Fig. 6, the formation screen 72 is provided with a weapon button 720, an armor button 721, an item button 722, and a display area 723.
[0063] The weapon button 720 is a button that is operated when selecting a weapon item to be equipped by the player character P10 from among the weapon items possessed by the player character P10. The weapon items possessed by the player character P10 are displayed in a list in a display area 723 as shown in FIG. 6. The player can equip the player character P10 with the selected weapon by performing an operation to select one of the multiple weapon items WA11 to WA13 displayed in the display area 723.
[0064] Similarly, the player can select an armor item to be equipped to the player character P10 by operating the armor button 721. In addition, the player can select a consumable item to be possessed by the player character P10 by operating the item button 712.
[0065] The AI setting button 703 shown in Fig. 4 is a button that is operated when setting the AI of the player character P10. When the AI setting button 703 is operated by the player, the display means 567 displays an AI setting screen 73 as shown in Fig. 7 on the display 61. As shown in Fig. 7, the AI setting screen 73 is provided with a plurality of setting buttons 730a to 730d, a plurality of memo areas 731a to 731d, and a plurality of instruction buttons 732a to 732d.
[0066] The setting buttons 730a to 730d are buttons for selecting the AI of the player character P10. In the game of this embodiment, it is possible to set four types of AI for the player character P10. The number of AI settings can be changed as desired. For example, as shown in FIG. 7, when the setting button 730a is selected, the AI corresponding to the setting button 703a is applied to the player character P10.
[0067] The memo areas 731a to 731d are areas where the user can arbitrarily input text to describe the AI content corresponding to each of the setting buttons 730a to 730d. For example, if the AI content corresponding to the setting button 730a is "prioritize survival," the player inputs that text into the memo area 731a. This allows the player to easily recognize the AI content when the setting button 730a is selected by looking at the text in the memo area 731a.
[0068] The instruction buttons 732a to 732d are buttons that are operated when instructing the AI of the player character P10. For example, when the player operates the instruction button 732a, the display means 567 displays a chat screen 74 as shown in FIG. 8 on the display 61. As shown in FIG. 8, the chat screen 74 displays exchanges between the AI device 3 and the player in a dialogue format. The AI of the player character P10 is constructed through such dialogue. Note that, although an example will be described in which the dialogue between the AI device 3 and the player is carried out using text, the dialogue between the AI device 3 and the player may also be carried out using any language input such as voice.
[0069] As shown in FIG. 8 , the AI device 3 first displays a message M10 saying, “Please input your instructions,” requesting the player to input some kind of instruction. If the player then requests the loading of the basic rules of the game, as in message M11, the AI device 3 loads the basic rules of the game. The basic rules of the game are loaded, for example, by having the AI device 3 load the main code PC10 of the game program GP shown in FIG. 4 . The AI device 3 may load the main code PC10 by having the player directly input the main code PC10 into the chat screen 74, or by transmitting a file corresponding to the main code PC10 from the game device 5 to the AI device 3 via the communication means 562. By loading the main code PC10 into the AI device 3, the AI device 3 understands the basic rules of the game, and is ready to create the AI for the player character P10. When the AI device 3 has completed loading the main code PC10, a message M12 such as “Completed” is displayed on the chat screen 74.
[0070] Next, when the player inputs a message M13 saying, "Please create a code for an auto-play AI that prioritizes survival," the AI device 3 creates a sub-code PC20 based on the instruction. In this case, the content "prioritize survival" corresponds to the first player rule and first input information created by the player.
[0071] The AI device 3 generates a sub-code PC20 corresponding to the basic rules of the game read from the main code PC10 and the first player rule of "emphasis on survival." For example, the AI device 3 sets a threshold SPth for the survival probability SP that allows the player character P10 to act with an emphasis on survival based on the basic rules of the game, and generates a sub-code PC20 that can incorporate the threshold SPth into the game program GP. The AI device 3 then displays the generated sub-code PC20 on the chat screen 74. In this embodiment, the sub-code PC20 corresponds to the first generation information.
[0072] The sub-code PC20 may be viewable by the player or may not be viewable by the player. If the sub-code PC20 is viewable by the player, the player may be able to modify the sub-code PC20 by instructing the AI device 3 when the sub-code PC20 is displayed on the chat screen 74.
[0073] Next, if the player responds to message M14 from AI device 3 asking "Do you want to implement this in game △△△?" with message M15 saying "Yes. Please overwrite setting 1," the subcode PC20 created by AI device 3 will be incorporated into the game program GP.
[0074] Specifically, as shown in FIG. 9, the sub-code PC20 created by the AI device 3 is acquired by the first acquisition means 564 of the game device 5 (step S10). Then, the game execution means 561 of the game device 5 builds a game program GP by incorporating the sub-code PC20 into the main code PC10. Thereafter, the game execution means 561 verifies whether the created game program GP contains any errors (step S11). If no errors are found, the game execution means 561 executes the game program GP as is. At this time, the game execution means 561 notifies the communication means 562 that the implementation has been completed (step S12). In this case, the communication means 562 requests the AI device 3 to notify the player that the implementation of the game program GP has been completed (step S13). As a result, as shown in FIG. 8, the AI device 3 displays a message M16 on the chat screen 74 indicating that the implementation of the sub-code PC20 into the game program GP has been completed, allowing the player to recognize that the implementation of the game program GP has been completed.
[0075] On the other hand, if the created game program GP contains an error and the error can be corrected, the game execution means 561 performs processing to correct the error in the game program GP and then executes the game program GP. In this case, in step S12 of Figure 9, the game execution means 561 notifies the communication means 562 that implementation of the game program GP has been completed after correcting the error contained in the subcode PC20 created by the AI device 3. The communication means 562 requests the AI device 3 to notify the player that implementation of the game program GP has been completed after correcting the error (step S13). As a result, the AI device 3 displays a message M17 as shown in Figure 10 on the chat screen 74, allowing the player to recognize that implementation of the game program GP has been completed.
[0076] Furthermore, if the created game program GP contains an error and the error cannot be corrected, the game execution means 561 notifies the communication means 562 that the sub-code PC20 created by the AI device 3 could not be implemented in the game program GP (step S12). In this case, the communication means 562 requests the AI device 3 to notify the player that the sub-code PC20 created by the AI device 3 contains an error (step S13). This causes the AI device 3 to display a message M18 as shown in FIG. 11 on the chat screen 74, allowing the player to recognize that the sub-code PC20 contains an error. In this case, the player will recreate the sub-code PC20 by, for example, changing the first player rules through a dialogue with the AI device 3.
[0077] Furthermore, if the created game program GP contains an error and the error corresponds to an unrealized control process, the game execution means 561 identifies the unrealized control process. In this case, the game execution means 561 notifies the request means 563 that a new second player rule capable of resolving the unrealized control process needs to be input (step S12). The request means 563 requests the AI device 3 to notify the player of the content of the unrealized control process and that additional input of a second player rule to resolve the unrealized control process is needed (step S13). As a result, the AI device 3 displays a message M19 as shown in FIG. 12 on the chat screen 74, allowing the player to recognize that new player rules need to be input. In this embodiment, the message M19 corresponds to request information requesting the player to input second input information.
[0078] 12, if the player inputs a message M20 capable of canceling the unrealized control process in response to the message M19, specifically an instruction such as "Yes, please prioritize weapons appropriate for the current character level," the AI device 3 will create a new sub-code PC21 based on the content of that instruction. In this case, the content "Prioritize weapons appropriate for the current character level" corresponds to the second player rule and second input information created by the player.
[0079] Regarding the content of "give priority to weapons," more specific instructions may be given, for example, "As soon as you have all the weapon evolution materials that match your current level, synthesize them. On the other hand, keep armor to a minimum. If synthesizing them results in fewer materials than are needed to evolve the weapon, put off synthesizing the armor and wait until you have all the weapon evolution materials."
[0080] The AI device 3 generates a new sub-code PC21 corresponding to the basic rules of the game read from the main code PC10, as well as the first player rules and second player rules. The AI device 3 then displays the newly generated sub-code PC21 on the chat screen 74. In this embodiment, the sub-code PC21 corresponds to the second generation information.
[0081] Note that the sub-code PC21 may be viewable by the player, or may not be viewable by the player, similar to the sub-code PC20. If the sub-code PC21 is viewable by the player, the player may instruct the AI device 3 to modify the sub-code PC21 at this point.
[0082] Next, if the player responds to message M21 from the AI device 3 asking "Do you want to implement this in game △△△?" by replying "Yes" with message M22, the sub-code PC21 created by the AI device 3 is incorporated into the game program GP. In this case, the game execution means 561 also verifies the new game program GP through the flow shown in Figure 9. By repeating the dialogue between the player and the AI device 3 on the chat screen 74 in this way, it is possible to create a sub-code that includes an AI that is in line with the player's intentions and that can be implemented in the game program GP.
[0083] Once the implementation of the sub-code PC21 into the game program GP is completed in this manner, the sub-code PC21 is linked to the setting button 730a shown in Fig. 7. In other words, when the player selects the setting button 730a, the player character P10 automatically performs an action corresponding to the sub-code PC21, such as prioritizing survival and preferentially using weapons suited to the current character level.
[0084] By operating the instruction button 732b corresponding to another setting button 730b, the player can implement another sub-code in the game program GP through dialogue with the AI device 3. Another sub-code is, for example, one that can cause the player character P10 to take an action that emphasizes training efficiency. When the player selects the setting button 730b, the player character P10 automatically takes an action that emphasizes training efficiency.
[0085] As described above, the player can associate different sub-codes, in other words, different AIs, with the setting buttons 730a to 730d. The following description will be given taking as an example a case where the player selects the setting button 730a on the AI setting screen 73 shown in Fig. 7. In this embodiment, the setting buttons 730a to 730d correspond to setting information, and the operation of selecting one of the setting buttons 730a to 730d corresponds to the operation of specifying setting information.
[0086] The quest button 704 shown in FIG. 4 is operated when starting a game in which the player character P10 is actually controlled by AI. When the quest button 704 is operated by the player, the display means 567 displays a battle screen 75 as shown in FIG. 13 on the display 61. The battle screen 75 displays a game field F10, which is a virtual game space, and displays the player character P10, enemy characters E20 to E22, and other characters in the game field F10. When the game starts, the player character P10 automatically acts under the control of the AI. That is, the player character P10 prioritizes survival and automatically takes actions such as prioritizing the use of weapons appropriate for the player character's current level, while repeatedly fighting the enemy characters E20 to E22 with the goal of surviving. Note that information about the player character P10, such as the player character P10's life points and skill points, may be displayed in the upper left corner of the battle screen 75.
[0087] Once the game has started, the player may be able to log out of the game without continuing to display the actual battle screen 75 shown in FIG. 13 and leave it to the AI. When the player logs out, the threshold value SPth set for the survival probability SP may be lowered below the actual set value. Setting the threshold value SPth low reduces the survivability of the player character P10, increasing the number of situations in which the player character P10 struggles, and increasing the number of consumable items consumed. Furthermore, the player character P10 may be made to use more normal attacks when attacking, while reducing the frequency of skill attacks.
[0088] Thereafter, the game ends when the player character P10 is the last one remaining, or when the player character P10 is defeated by an enemy character. In this case, the display means 567 displays a result screen 76 as shown in FIG. 14 on the display 61. The result screen 76 displays the experience points and items acquired by the player character P10, the number of non-player characters and other player characters defeated, the number of times recovery items have been used, the player's ranking, and the like. While checking the contents of the result screen 76, the player improves the AI of the player character P10 through dialogue with the AI device 3 via the AI setting screen 73, in order to achieve better results.
[0089] Note that once a game corresponding to the setting button 730a has been played, as shown in FIG. 15, a result button 733 is newly displayed on the AI setting screen 73 next to the instruction button 732a corresponding to the setting button 730a. By operating the result button 733, the player can check the result screen of the previous game corresponding to the setting button 730a. This allows the player to immediately check the result screen 76 as shown in FIG. 14 by operating the result button 733, for example, and therefore allows the player to more efficiently adjust the AI of the player character P10. Note that result buttons are similarly displayed for the setting buttons 730b to 730d.
[0090] <Operation flow of game system 1> Next, an example of the operation of the game system 1 will be described with reference to FIG. 16, in the game system 1 of this embodiment, first, when the player operates the game device 5 to request reading of the basic rules of the game through dialogue with the AI device 3 (step S10), the AI device 3 reads the basic rules of the game (step S30). Next, when the player operates the game device 5 to input first player rules through dialogue with the AI device 3, the first acquisition means 564 of the game device 5 acquires the input first player rules (step S11) and transmits the acquired first player rules to the AI device 3. As a result, the AI device 3 creates a sub-code PC20 corresponding to the basic rules of the game, the first player rules, and game parameters that can realize the first player rules (step S31).
[0091] Next, when the second acquisition means 565 of the game device 5 acquires the sub-code PC20 created by the AI device 3 (step S12), the game execution means 561 of the game device 5 incorporates the sub-code PC20 into the game program GP (step S13) and then verifies the game program GP (step S14).The game execution means 561 then determines whether or not the game program GP contains an error (step S15), and if no error is contained (step S15: NO), executes the game program GP to which the sub-code PC20 has been applied (step S22).
[0092] If the game program GP contains an error (step S15: YES), the game execution means 561 identifies, for example, an unrealized control process that is not realized in the game program GP, which is one of the errors (step S16). Then, the request means 563 of the game device 5 instructs the AI device 3 to request the player to input a second player rule to resolve the unrealized control process (step S17). Subsequently, after the AI device 3 requests the player to input the second player rule (step S32), when the player inputs the second player rule based on the request, the first acquisition means 564 of the game device 5 acquires the second player rule (step S18) and transmits the acquired second player rule to the AI device 3. As a result, the AI device 3 generates a subcode PC20 corresponding to the basic rules of the game, the first player rules, the second player rules, and game parameters that can realize each player rule (step S33).
[0093] Next, when the second acquisition means 565 of the game device 5 acquires the sub-code PC21 created by the AI device 3 (step S19), the game execution means 561 of the game device 5 incorporates the sub-code PC21 into the game program GP (step S20), and then verifies whether or not the game program GP contains an error (step S21). If the game program GP does not contain an error, the game execution means 561 executes the game program GP to which the sub-code PC21 has been applied (step S22).
[0094] To summarize the above, in the game system 1 of this embodiment, the control unit 56 (computer) of the game device 5 functions as a game execution means 561 (control means), a first acquisition means 564, a second acquisition means 565, and a request means 563. The game execution means 561 executes a game program GP (control program) that executes control processing based on predetermined game parameters (control parameters) in a virtual space to which basic rules of the game (predetermined rules) are applied. The first acquisition means 564 acquires input information input by the player to the AI device 3. The request means 563 requests the player to input input information to the AI device 3. The second acquisition means 565 acquires sub-codes PC20 and PC21 generated by the AI device 3. The first acquisition means 564 acquires first player rules (first input information) input by the player, and acquires a sub-code PC20 generated by the AI device 3 using the first player rules, the basic rules of the game, and the game parameters as input. The game execution means 561 identifies an unrealized control process, which is a control process that is not realized by the game program GP to which the sub-code PC20 is applied. In response to the identification of the unrealized control process, the request means 563 outputs a message (request information) requesting the player to input second player rules (second input information) for generating second player rules (second generation information). The first acquisition means 564 acquires the second player rules input by the player based on the message. The second acquisition means 565 receives as input the second player rules and / or the first player rules, the basic rules, and the game parameters, and acquires sub-code PC21 (second generation information) that can be applied to the game program GP to realize the unrealized control process. The game execution means 561 executes the game program GP to which the sub-code PC21 is applied.
[0095] <Effects> In the above-described game system 1, the player can create the AI of the player character P10 through dialogue with the AI device 3, making it easier to create the AI. Furthermore, if the AI includes an unrealizable control process, the game program GP can be modified so that the unrealizable control process can be eliminated through dialogue with the AI device 3. This improves convenience for the player.
[0096] In the above-mentioned game system 1, the first player rule and the second player rule are information that specifies a threshold value SPth (control parameter) from within a range (candidate) of the survival probability SP of the player character P10 that is preset in the game program GP before the first player rule is applied.
[0097] By setting the first player rule and the second player rule in this way, it becomes possible to easily set the AI of the player character P10. In the above-described game system 1, the game execution means 561 associates sub-codes PC20, PC21 generated by the AI device 3 with each of the setting buttons 730a to 730d shown in Fig. 7 based on an input operation by the player. When starting one turn of the game in which automatic control of the player character P10 is executed, the game execution means 561 accepts designation of one of the setting buttons 730a to 730d based on an input operation by the player, and executes automatic control of the player character P10 in the virtual game space based on the sub-codes PC20, PC21 associated with the designated setting button.
[0098] According to this configuration, the player can make the player character P10 act according to the AI that the player desires by designating one of the setting buttons 730a to 730d. The game execution means 561 executes one turn of the game based on the setting button designated by the player. The first acquisition means 564 acquires from the player a player rule for causing the AI device 3 to output a new sub-code for modifying the sub-code PC20, for example. When the player operates the result button 733 on the AI setting screen 73 shown in FIG. 15 to input the player rule for modifying the sub-code PC20, the display means 567 displays the results of the automatic control of the player character P10 included in one turn of the game on a result screen 76 such as that shown in FIG.
[0099] According to this configuration, it is possible to modify the AI of the player character P10 while viewing the result screen 76, which makes it possible to modify the AI more efficiently. <Modification> Next, a modification of the game system 1 of the first embodiment will be described.
[0100] In the above embodiment, the threshold value SPth set for the survival probability SP of the player character P10 is exemplified as the game parameter, but the game parameter is not limited to this. For example, the game parameter may specify one or more of a plurality of predetermined types of program modules. The program module defines the motion of the player character P10. The motion of the player character P10 may be, for example, a signature pose when defeating an enemy character.
[0101] Furthermore, the game parameters may be information that adds new game parameters that are not set in the game program GP before the player rules are applied. For example, the game parameters may be a program module that causes the player character P10 to perform a new motion that is not defined in the game program GP before the player rules are applied. Therefore, the first player rules and second player rules set by the player may be information that adds game parameters (control parameters) that are not set in advance in the game program GP before the respective player rules are applied.
[0102] [Second embodiment] Next, a second embodiment of the game system 1 of the present disclosure will be described. The following description will focus on the differences from the game system 1 of the first embodiment. If the sub-codes PC20 and PC21 created by the AI device 3 are implemented in the game program GP, there is a possibility that the actions of the player character P10 will deviate from those permitted by the game management side. For example, if the sub-code PC20 created by the AI device 3 has a threshold SPth set for the survival probability SP that is too high, then implementing such a sub-code PC20 in the game program GP may result in the player character P10 only taking retreating actions, which may result in the game play not being successful.
[0103] Therefore, the game program GP of this embodiment includes restriction information that restricts the control mode of the control process for the player character P10. For example, the restriction information is information that, if the survival probability SP can range from 0% to 100%, the threshold SPth is limited to a value in the range of 10% to 90%. When verifying the game program GP in which the sub-code PC20 or PC21 is implemented in step S11 shown in FIG. 9 , the game execution means 561 determines whether the game program GP includes information that deviates from the behavior permitted by the game operator. For example, the game execution means 561 determines whether the threshold SPth is in the range of 10% to 90%. If the threshold SPth is not within that range, the game execution means 561 determines that the behavior of the player character P10 may deviate from the behavior permitted by the game operator. In this case, the game execution means 561 does not execute the game program GP to which the sub-code PC20 or PC21 is applied, and instead limits the threshold SPth to the range of 10% to 90%. For example, if the threshold value SPth is set to 95%, the game execution means 561 adjusts the threshold value SPth to 90%.
[0104] <Effects> Thus, in the game system 1 of this embodiment, if the control processing of the player character P10 based on the sub-code PC20 or the sub-code PC21 deviates from the restriction information, the game execution means 561 does not apply the sub-code PC20 or the sub-code PC21 that executes the control processing that causes the deviation to the game program GP.
[0105] According to this configuration, the player character P10 will not behave in a way that deviates from the restriction information, making it easier for the game operators to realize the game they desire. <First Modification> Next, a first modified example of the game system 1 of the second embodiment will be described.
[0106] Instead of the method in which the game execution means 561 adjusts the threshold SPth, the AI device 3 may display a message on the chat screen 74 to prompt the player to adjust the threshold SPth. For example, when the game execution means 561 identifies a sub-code PC20 that executes a restriction process that is a cause of deviation, the request means 563 of the game device 5 outputs a message (request information) to the chat screen 74 via the AI device 3, requesting the player to input a third player rule (third input information) so that the identified sub-code PC20 does not deviate from the restriction information. The third player rule is for causing the AI device 3 to generate a new sub-code PC22 (third generation information) so that the sub-code PC20 does not deviate from the restriction information. For example, when the threshold SPth is set to 95% in the sub-code PC20, the message requesting the player to input the third player rule specifically has the content such as "You are placing too much emphasis on the survivability of the player character. Please allow the player character to take more risky actions."
[0107] With this configuration, it is possible to improve the player rules through dialogue between the player and the AI device 3, making it possible to create a more ideal AI. <Second Modification> Next, a second modified example of the game system 1 of the second embodiment will be described.
[0108] In the above embodiment, the game parameter is exemplified by a threshold value SPth set for the survival probability SP of the player character P10. However, as in the modified example of the first embodiment, the game parameter may be a program module that causes the player character P10 to perform a new motion. For example, a provocative behavior in which, after defeating an enemy player character P10 controlled by another player, the player's own player character P10 jumps on the enemy character and repeatedly strikes an attacking pose is considered to be a behavior that deviates from the behavior permitted by the game management side. Processing similar to that in the above second embodiment and its first modified example may be applied to such a program module.
[0109] [Second embodiment] Next, a second embodiment of the game system 1 of the present disclosure will be described. The following description will focus on the differences from the game system 1 of the first embodiment. The game system 1 of this embodiment is equipped with not only an actual battle mode in which the player character P10 actually fights enemy characters E20 to E22, but also a mock battle mode in which the player character P10 fights simulated battles. In the mock battle mode, it is possible to adjust the AI of the player character P10 by giving instructions to the player character P10 in real time while watching the details of the battle of the player character P10.
[0110] Specifically, when the player operates the quest button 704 on the top screen 70 shown in Fig. 4, the display means 567 displays a selection screen 77 as shown in Fig. 17 on the display 61. As shown in Fig. 17, the selection screen 77 is provided with a mock battle button 770 and a real battle button 771.
[0111] The mock battle button 770 is a button for causing the player character P10 to engage in a mock battle. When the mock battle button 770 is operated by the player, the display means 567 displays a mock battle screen 78 as shown in FIG. 18, the simulation battle screen 78 displays a game field F10, a player character P10, and enemy characters E20 and E21, similar to the actual battle screen 75 shown in Fig. 13. Also, a display area 780 and an input area 781 are provided on the right side of the simulation battle screen 78.
[0112] When the selection screen 77 shown in FIG. 17 is switched to the mock battle screen 78 shown in FIG. 18, the player character P10 automatically begins a mock battle for one turn using the AI corresponding to, for example, the setting button 730a. The mock battle mode is a mode for adjusting the AI behavior while observing the actions of the player character P10. In the mock battle mode, non-player characters appear one after another at a faster pace than in the actual battle mode, so that the player can efficiently determine whether the game parameters set by the player are appropriate. Furthermore, various parameters of the non-player characters are adjusted from those in the actual battle mode to make it easier for the player to determine whether the game parameters are appropriate.
[0113] The player can input various instructions to the player character P10 in text in the input area 781 while watching the actions of the player character P10. The various instructions input by the player are sequentially displayed in the display area 780. For example, in the mock battle mode, enemies ranging from very weak to very strong appear in sequence, so it is possible to set game parameters to gradually change according to the strength of the enemies. Also, if the player character P10 ends up fighting an enemy character from which he should flee, the player can input an instruction to avoid fighting the enemy character in the input area 781 at that time, and the content of that instruction will be reflected in the AI of the player character P10.
[0114] Specifically, when the player inputs an instruction into the input area 781, the first acquisition means 564 of the game device 5 acquires the instruction as a player rule. The first acquisition means 564 transmits the acquired player rule to the AI device 3. Upon receiving the player rule transmitted from the first acquisition means 564, the AI device 3 creates a subcode based on the received player rule, the basic rules of the game, and game parameters corresponding to the player rule. The subcode created by the AI device 3 is acquired by the second acquisition means 565 of the game device 5. The game execution means 561 executes the subcode acquired by the second acquisition means 565 in the game program GP, thereby reflecting the player's instruction in the AI of the player character P10.
[0115] In this way, in the mock battle mode, the player can adjust the AI of the player character P10 while watching the actual actions of the player character P10 in the mock battle. When the actual battle button 771 shown in FIG. 17 is operated by the player, an actual battle screen 75 such as that shown in FIG. 13 is displayed, and a battle between the player character P10 and characters E20 to E22 begins.
[0116] <Effects> In the game system 1 of this embodiment, the game execution means 561 starts the progression of one turn of the game in which automatic control of the player character P10 is executed. The first acquisition means 564 acquires the player rules while the game is progressing for one turn. The second acquisition means 565 acquires a sub-code based on the player rules from the AI device 3 while the game is progressing for one turn. The game execution means 561 executes automatic control of the player character P10 based on the game program GP to which the sub-code has been applied while the game is progressing for one turn.
[0117] According to this configuration, the player can adjust the AI in real time while watching the actual actions of the player character P10, thereby further improving convenience. [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.
[0118] For example, in the first embodiment, when the sub-code PC20 contains an unrealized control process, the request means 563 requests the player, via the AI device 3, to input a second player rule capable of resolving the unrealized control process. Alternatively, for example, if the unrealized control process is a control process that has been used multiple times in comparison with past settings, the game execution means 561 may reuse past settings as a sub-code capable of resolving the unrealized control process. For example, even if a process related to automatic item generation is an unrealized control process and the player always turned on automatic item generation in past settings, the game execution means 561 may automatically incorporate a sub-code for automatically creating an item into the game program GP. Alternatively, the game execution means 561 may acquire settings set by other players with the same in-game ranking and automatically incorporate a sub-code for setting the settings as default settings into the game program GP. This eliminates the need to set player rules corresponding to unrealized control processes.
[0119] The game of the above embodiment may be a game in which the player's own operations are the basis, but some of the actions of the player character P10 are automatically controlled. While the game of the above embodiment automatically controls the player character P10, the virtual space itself may also be automatically controlled. For example, when a player commands the AI device 3 to "build a river here," the AI device 3 responds, "In that case, the village may be flooded. Do you want to build a levee?" If the player then responds to the AI device 3, "Build a levee," the AI device 3 creates a subcode for building a river and a levee in the virtual space. Applying this configuration to the game system 1 of the second embodiment, for example, allows a player to instruct the AI device 3 in the sim battle mode to execute a sim battle on a game field that suits his or her preferences.
[0120] The above-mentioned game is not limited to a battle royale type game, but may also be a game in which the objective is to survive by continuously defeating new enemies that appear one after another. In this case, the rules of the game correspond to the basic rules. Furthermore, such a survival game may be such that, for example, when the player character P10's life reaches zero and he is unable to fight, he is unable to move for a certain period of time, and after the certain period of time has passed, he is able to revive from the starting point. In such a game, the player rules may be set, for example, so that the player character uses recovery items that can restore life appropriately to avoid being unable to fight, or so that the player is prepared to be unable to fight and so avoids consuming recovery items as much as possible.
[0121] In the above embodiment, the case where the game device 5 and the AI device 3 are provided separately has been illustrated, but for example, an AI program corresponding to the AI device 3 may be implemented in the game program. In other words, the functions of the AI device 3 may be integrated into the game device 5. In the above embodiment, the game device 5 is a smartphone, but the game device 5 may be an amusement machine provided in a game center or the like.
[0122] The above games may be action games, shooting games, role-playing games, simulation games, board games, puzzle games, etc., and can be applied to various types of games. In the above embodiment, the object is the player character P10, but the present invention is not limited to this. For example, the object may be a card or an item (weapon, armor, or other equipment) used in the virtual game space.
[0123] In the above embodiment, the server device 2 and the multiple game devices 5 are integrated to function as a game program, but the present invention is not limited to this. All of the means of the game program may be provided in the server device 2 alone, the game device 5 alone, a communication terminal separate from the server device 2 and the game device 5 alone, or two of these devices that can be combined (for example, distributed processing between the server device 2 and the game device 5). Furthermore, when the server device 2, the game device 5, and the communication terminals are integrated to function as a whole, it is also possible to change as appropriate which means are to be functioned by which device.
[0124] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0125] 56: control unit (computer), 561: game execution means (control means, control unit), 563: request means (request unit), 564: first acquisition means (first acquisition unit), 565: second acquisition means (second acquisition unit), 567: display means (display unit).
Claims
1. Computer, a control means for executing a control program that performs control processing based on predetermined control parameters in a virtual game space to which predetermined rules are applied; a first acquisition means for acquiring input information input from a player to the interactive artificial intelligence; a request means for outputting request information to the player requesting input of the input information to the interactive artificial intelligence; and a second acquisition means for acquiring generated information generated by the interactive artificial intelligence, the first acquisition means acquires first input information as the input information, and acquires first generation information as the generation information using the first input information, the rule, and the control parameter as inputs; the control means identifies an unrealized control process that is the control process that is not realized by the control program to which the first generation information is applied, the request means, in response to the non-realization control process being identified, outputs the request information requesting the player to input second input information, which is the input information for generating second generation information, which is the generation information; the first acquisition means acquires the second input information input by the player based on the request information; the second acquisition means acquires, as input, the second input information, the first input information, the rule, and the control parameter, the second generation information that is applied to the control program to realize the unrealized control process; The control means executes the control program to which the first generation information and the second generation information have been applied. program.
2. At least one of the first generation information and the second generation information is information that specifies the control parameter from among candidates that are preset in the control program before the first generation information is applied. The program according to claim 1.
3. At least one of the first generation information and the second generation information is information that adds a control parameter that is not preset in the control program before the first generation information is applied. The program according to claim 1.
4. the control program includes restriction information that restricts a control mode of the control process, When the control process based on the generation information deviates from the restriction information, the control means does not apply the generation information that causes the control process to be executed, which is a cause of the deviation, to the control program. The program according to claim 1.
5. The control means identifies the generated information that causes the control process to be executed, which is a cause of the deviation, The request means outputs the request information requesting the player to input third input information, which is the input information for causing the interactive artificial intelligence to generate third generation information, which is the generation information for preventing the specified generation information from deviating from the restriction information. The program according to claim 4.
6. The control means associate the generation information with each of a plurality of pieces of setting information based on an input operation by the player; When starting a predetermined control unit in which the control process is executed, a designation of any of the setting information is accepted based on an input operation by the player, and the control process is executed in the virtual game space based on the generation information associated with the designated setting information. The program according to claim 1.
7. The computer further functions as a display means, The control means proceeds with the control unit based on the designated setting information, the first acquisition means acquires the input information for outputting the generation information for modifying the generation information associated with the setting information specified for executing the control unit; The display means displays a result of the control process included in the control unit when the player inputs the input information. The program according to claim 6.
8. the control means starts the progress of a predetermined control unit in which the control process is executed, the first acquisition means acquires the input information while the control unit is being executed, the second acquisition means acquires the generation information based on the input information while the control unit is being progressed; The control means executes the control process based on the control program to which the generation information is applied while the control unit is being executed. The program according to claim 1.
9. a control unit that executes a control program for performing control processing based on predetermined control parameters in a virtual game space to which predetermined rules are applied; a first acquisition unit that acquires input information input from a player to the interactive artificial intelligence; a request unit that outputs request information that requests the player to input the input information to the interactive artificial intelligence; a second acquisition unit that acquires generated information generated by the interactive artificial intelligence, The first acquisition unit acquiring first input information as the input information, and acquiring first generation information as the generation information using the first input information, the rule, and the control parameter as inputs; the control unit identifies an unrealized control process that is the control process that is not realized by the control program to which the first generation information is applied; the request unit, in response to the non-realizable control process being identified, outputs the request information requesting the player to input second input information, which is the input information for generating second generation information, which is the generation information; the first acquisition unit acquires the second input information input by the player based on the request information; the second acquisition unit acquires, using the second input information, the first input information, the rule, and the control parameter as inputs, the second generation information that is applied to the control program to realize the unrealized control process; The control unit executes the control program to which the first generation information and the second generation information are applied. Information processing system.
10. a control unit that executes a control program for performing control processing based on predetermined control parameters in a virtual game space to which predetermined rules are applied; a first acquisition unit that acquires input information input from a player to the interactive artificial intelligence; a request unit that outputs request information that requests the player to input the input information to the interactive artificial intelligence; a second acquisition unit that acquires generated information generated by the interactive artificial intelligence, The first acquisition unit acquiring first input information as the input information, and acquiring first generation information as the generation information using the first input information, the rule, and the control parameter as inputs; the control unit identifies an unrealized control process that is the control process that is not realized by the control program to which the first generation information is applied; the request unit, in response to the non-realizable control process being identified, outputs the request information requesting the player to input second input information, which is the input information for generating second generation information, which is the generation information; the first acquisition unit acquires the second input information input by the player based on the request information; the second acquisition unit acquires, using the second input information, the first input information, the rule, and the control parameter as inputs, the second generation information that is applied to the control program to realize the unrealized control process; The control unit executes the control program to which the first generation information and the second generation information are applied. Information processing device.
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