Computer program for games, game system and control method thereof

The game system differentiates player sides to allow guessing of character roles through informed actions, addressing multiplayer gameplay challenges and enabling structured progression.

JP7824640B2Active Publication Date: 2026-03-05KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2022137955
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-31
Publication Date
2026-03-05
Estimated Expiration
2042-03-23

AI Technical Summary

Technical Problem

Conventional game systems struggle to progress according to a predetermined procedure when multiple players are divided into different sides instructing character actions, making it difficult to estimate characters with specific roles in multiplayer games.

Method used

A computer program and game system that divides players into two sides, where one side is unaware of the characters' roles and the other is informed, allowing players to instruct actions with differentiated controls to guess the roles, using event conditions and character interactions to provide clues.

Benefits of technology

Enables multiplayer games to progress with a new mechanism that allows players to determine character roles through informed guessing, providing a structured gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game in which a new mechanism for estimating a character of a specific role is introduced.SOLUTION: In a game in which a first side S1 is not informed of characters of a first type C1 and a second type C2 but a second side S2 is informed, a predetermined restriction is imposed on an instruction from the second side S2 with respect to the action of the character 11T of the first type C1, and with respect to the action of characters 11K, 11N of the second type C2, priority is given to instructions from the second side S2 when instructions from each of the first side S1 and second side S2 overlap for the same character of the second type C2, so that clues are given to the first side S1 to determine the first type C1 or the second type C2.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

[0001] The present invention relates to a computer program or the like for providing a game including an element in which a player guesses a character that has a specific role. [Background technology]

[0002] There are known game systems that provide games that require players to use their reasoning skills. For example, a game system is known in which some of the characters appearing in the game are assigned specific roles (such as the role of the perpetrator of a murder case), and the player is asked to instruct the actions of at least some of the characters while the characters with those roles remain unknown to the player, and clues are appropriately revealed through the actions of those characters, allowing the player to guess the characters with those roles (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-142587 Summary of the Invention [Problem to be solved by the invention]

[0004] Conventional game systems require various pieces of information necessary to estimate characters with specific roles, and a game progression procedure (e.g., a story, a scenario, etc.) must be constructed in advance so that information is gradually provided in response to the character's actions as instructed by the player. Such a mechanism is suitable for games in which a player plays alone. However, in games in which multiple players are divided into different sides and each side instructs the actions of a group of characters to progress through the battle, the character actions vary widely, making it difficult or impossible to progress the game according to a predetermined procedure. In order to estimate characters with specific roles in such types of games, a new mechanism must be introduced.

[0005] Therefore, an object of the present invention is to provide a computer program for a game that can introduce a new mechanism for estimating a character that should play a specific role. [Means for solving the problem]

[0006] A computer program according to one aspect of the present invention is a computer program for a game that causes a computer to function to provide a game in which a group of characters, including a first type of character assigned a specific role and a plurality of second type of characters not assigned the specific role, act within a field, the computer being divided into a first side in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character is not established, and a second side in which players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the first side is not informed of which of the first and second type of characters each corresponds to, and the second side is informed of which of the first and second type of characters each corresponds to, and the computer is configured to provide a game in which a group of characters, including a first type of character assigned a specific role and a plurality of second type of character each corresponds to a field, the computer being divided into a first side in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character is not established, and a second side in which players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the first side is not informed of which of the first and second type of characters each corresponds to, and the computer is configured to provide a game in which a group of characters, including a first type of character assigned a specific role and a plurality of second type of character each corresponds to a field, the computer being ... and an event control means for generating an event corresponding to the role of the first type of character when the event occurrence condition is met. The action control means is configured to function as a game setting means for playing a game, an action control means for acquiring instructions given from each player of the first side and the second side and controlling the action of each character of the character group based on the obtained instructions, and an event control means for generating an event corresponding to the role of the first type of character when the event occurrence condition is met. With regard to the control of the actions of the characters, the action control means ensures the possibility of giving the instructions from the first side to each of the first type and the second type of character to make them act, and the possibility of giving the instructions from the second side to the second type of character to make them act, while differentiating and executing the control of the actions according to the instruction relationship between the type of character and the side of the player so that the first side can obtain a clue to determine whether or not the character corresponds to the first type.

[0007] A game system according to one aspect of the present invention is a game system including a computer that functions to provide a game in which a group of characters, including a first type of character that is assigned a specific role and a plurality of second type of characters that are not assigned the specific role, act within a field, and the computer is divided into a first side in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character is not established, and a second side in which players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the first side is not informed which character each of the first type and the second type of character is, and a state in which the second side is informed which character each of the first type and the second type of character is set as a basic state to play the game. a game setting means for playing the game, a behavior control means for acquiring instructions given from each player of the first side and the second side, and controlling the behavior of each character of the character group based on the obtained instructions, and an event control means for generating an event corresponding to the role of the first type of character when the event generation condition is met, wherein the behavior control means, with regard to the control of the behavior of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type of character to make them act, and the possibility of giving the instructions from the second side to the second type of character to make them act, while differentiating and executing the control of the behavior according to the instruction relationship between the type of character and the side of the player so that the first side can obtain a clue to determine whether or not a character corresponds to the first type.

[0008] A control method for a game system according to one aspect of the present invention is a control method for a game system that causes a computer to function to provide a game in which a group of characters, including a first type of character to which a specific role is assigned and a plurality of second type of characters to which the specific role is not assigned, act within a field, the control method comprising: dividing the computer into a first side in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character is not established, and a second side in which players instruct the actions of at least some of the characters so that the event occurrence condition is established; setting a state in which the first side is not informed which of the first and second type characters each corresponds to a basic state, and the second side is informed which of the first and second type characters each corresponds to a basic state; The device functions as a game setting means for playing the game, a behavior control means for acquiring instructions given from each player on the first side and the second side and controlling the behavior of each character of the character group based on the obtained instructions, and an event control means for generating an event corresponding to the role of the first type of character when the event generation condition is met, and the behavior control means, with regard to the control of the behavior of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type of character to make them act, and the possibility of giving the instructions from the second side to the second type of character to make them act, while differentially controlling the behavior according to the instruction relationship between the type of character and the side of the player so that the first side can obtain a clue to determine whether or not the character corresponds to the first type.

[0009] A computer program according to another aspect of the present invention is a computer program for a game that causes a computer to function to provide a game in which a group of characters, including a first type of character assigned a specific role and a plurality of second type of characters not assigned the specific role, act within a field, the computer including: a first side in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character does not occur; and a second side in which a plurality of players instruct the actions of at least some of the characters so that the event occurrence condition occurs; a state in which the first side is not informed which character each of the first type and the second type of character corresponds to, and the second side is informed which character each of the first type and the second type of character corresponds to, is set as a basic state; The system is configured to function as: an action control means for acquiring instructions given from each player on the second side, and controlling the action of each character of the character group based on the obtained instructions; and an event control means for generating an event corresponding to the role of the first type character when the event generation condition is met, wherein the action control means, with regard to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type characters to cause them to act, and the possibility of giving the instructions from the second side to the second type characters to cause them to act, while imposing a predetermined restriction on the instructions from the second side with regard to the actions of the first type characters, and with regard to the actions of the second type characters, when instructions from the first side and the second side overlap for the same second type character, gives priority to the instructions from the second side and causes the character to act.

[0010] A game system according to another aspect of the present invention is a game system including a computer that functions to provide a game in which a group of characters, including a first type of character that is assigned a specific role and a plurality of second type of characters that are not assigned the specific role, act within a field, the game system including the computer, wherein the computer is divided into a first side in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character is not established, and a second side in which a plurality of players instruct the actions of at least some of the characters so that the event occurrence condition is established, the first side is not informed which character each of the first type and the second type of character is, and the second side is informed which character each of the first type and the second type of character is established as a basic state, and the game is played in this state; and an action control means for acquiring instructions given from each player of each side and controlling the action of each character of the character group based on the obtained instructions, and an event control means for generating an event corresponding to the role of the first type character when the event generation condition is met, wherein the action control means, with regard to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type characters to cause them to act, and the possibility of giving the instructions from the second side to the second type characters to cause them to act, while placing a predetermined restriction on the instructions from the second side with regard to the actions of the first type characters, and with regard to the actions of the second type characters, when instructions from the first side and the second side overlap for the same second type character, gives priority to the instructions from the second side and causes the character to act.

[0011] A control method for a game system according to another aspect of the present invention is a control method for a game system that causes a computer to function to provide a game in which a group of characters, including a first type of character assigned a specific role and a plurality of second type of characters not assigned the specific role, act within a field, the control method including: a game setting means that causes the computer to play the game in a state in which a plurality of players are divided into a first side in which they instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the first type of character is not established, and a second side in which they instruct the actions of at least some of the characters so that the event occurrence condition is established, the first side is not informed of which of the first and second type of characters each corresponds to, and the second side is informed of which of the first and second type of characters each corresponds to; The action control means functions as an action control means for acquiring instructions given from each player on the second side and controlling the action of each character of the character group based on the obtained instructions, and an event control means for generating an event corresponding to the role of the first type character when the event generation condition is met, and the action control means, with regard to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type characters to cause them to act, and the possibility of giving the instructions from the second side to the second type characters to cause them to act, while imposing a predetermined restriction on the instructions from the second side with regard to the actions of the first type characters, and with regard to the actions of the second type characters, if instructions from the first side and the second side overlap for the same second type character, gives priority to the instructions from the second side and causes the character to act. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2]FIG. 10 is a diagram showing an example of a field. [Figure 3] FIG. 10 is a diagram showing an example of the placement of search objects set in a field. [Figure 4] FIG. 10 is a diagram showing an example of a game screen. [Figure 5] FIG. 10 is a diagram showing an example of a character group configuration. [Figure 6] FIG. 10 is a diagram showing an example of a screen displayed when instructing the destination of a character. [Figure 7] FIG. 10 is a diagram showing an example of a screen displayed when a search is instructed. [Figure 8] FIG. 10 is a diagram showing an example of the correspondence between the number of players on each side and the number of controllable characters. [Figure 9] FIG. 10 is a diagram showing an example of a turn configuration. [Figure 10] FIG. 10 is a diagram showing an example of an abnormal state of a character. [Figure 11] FIG. 10 is a diagram showing an example of a character information section included in a game screen. [Figure 12] FIG. 10 is a diagram showing an example of the correspondence between character types and player sides. [Figure 13] FIG. 10 is a diagram showing an example of restrictions set according to the instruction relationship between the type of character and the side of the player. [Figure 14] FIG. 10 is a diagram showing a modified example of the restrictions set according to the instruction relationship between the character type and the player's side. [Figure 15] FIG. 10 is a diagram showing an example of how the character information section is displayed when it is determined that some characters are off-target. [Figure 16] FIG. 10 is a diagram showing an example of the positions of characters whose positional relationships are to be determined in an information provision opportunity. [Figure 17] 17A and 17B are diagrams showing other characters located within three areas relative to each character in the positional relationship of FIG. 16; [Figure 18] A diagram showing facts derived from the correspondence in Figure 17 regarding the possibility of a relationship between a target and a killer. [Figure 19] 17A and 17B are diagrams showing other characters positioned outside the three areas relative to each character in the positional relationship of FIG. 16; [Figure 20] A diagram showing facts derived from the correspondence in Figure 19 regarding whether or not there is a possibility of a relationship between a target and a killer. [Figure 21] FIG. 19 is a diagram showing an example in which the fact that it has already been found to be outside the target is reflected in the relationship shown in FIG. 18. [Figure 22] This figure shows an example in which the fact that the possibility of the relationship between target and killer has already been denied has been further reflected in the relationship shown in Figure 21. [Figure 23] FIG. 10 is a diagram showing an example of a screen displayed for providing information. [Figure 24] FIG. 19 is a diagram showing an example of a screen display when notifying the player of the facts shown in FIG. 18. [Figure 25] FIG. 10 is a diagram showing an example of a screen display when notifying a player of facts derived from a kill check. [Figure 26] FIG. 2 is a block diagram showing an example of the configuration of a control system of a user device. [Figure 27] 10 is a flowchart showing an example of a procedure for a game control process performed by a game control unit. [Figure 28] Flowchart following Figure 27. [Figure 29] 10 is a flowchart showing an example of the procedure of a command phase process executed as a subroutine process in the game control process. [Figure 30] 10 is a flowchart showing an example of the procedure of an action phase process executed as a subroutine process in the game control process. [Figure 31] Flowchart following Figure 30. [Figure 32] Flowchart following Figure 31. [Figure 33] 10 is a flowchart showing an example of the procedure of an information providing process executed as a subroutine process in the game control process. [Figure 34] FIG. 10 is a diagram showing a further modified example of the restrictions set according to the instruction relationship between the character type and the player's side. DETAILED DESCRIPTION OF THE INVENTION

[0013] First, referring to FIG. 1, an example of the overall configuration of a game system configured using a computer program according to this embodiment will be described. The game system 1 includes a game server 2 and multiple user devices 3 that are connected to the game server 2 via a predetermined network NT and function as client devices for the game server 2. The game server 2 may be configured as a single physical computer device, or may be implemented as a logical server device, such as a cloud-based server device, that functions as a combination of multiple physical computer devices. The user devices 3 are also computers, and various computer devices configured for users, such as PCs (short for personal computers), tablet terminal devices, stationary or portable game devices, and information and communication terminals such as smartphones, may be used as the user devices 3. Note that the term "user" refers to a person who operates the user devices 3, and when a user of the user devices 3 plays a game, he or she becomes a player. The network NT is typically the Internet. The game server 2 and the user devices 3, and the user devices 3 themselves, can communicate with each other via the network NT. The user devices 3 function as game devices that allow users to play a predetermined game by implementing a computer program for a game according to this embodiment.

[0014] Next, a specific example of a game provided by the game system 1 of this embodiment will be described.

[0015] 1. Game Overview The outline of the game according to this embodiment is as follows. -The multiple characters that make up the character group act within a designated field based on the player's instructions. One character is assigned the role of target, and another character is assigned the role of killer. The remaining characters are classified as normal characters, with neither the role of target nor killer assigned. A murder condition is set as an example of an event condition. The murder condition is set in association with the character's actions. When the murder condition is met, an event occurs in which the killer kills the target, as an example of an event corresponding to the target and the killer's role. The multiple players are divided into a first side, which instructs the characters' actions so that the murder conditions do not occur, and a second side, which instructs the characters' actions so that the murder conditions occur. The game is turn-based. Each turn, the player has the opportunity to direct the actions of the character, and the character acts according to the instructions given. Each character can be commanded to act from either the first or second side, but there are exceptions for some characters. Note that the operation of the player commanding a character to act will be referred to below as "operating the character." At the start of the game, the player on the first side is not informed of which characters are the target and the killer, while the player on the second side is informed of the target and the killer. Therefore, the player on the first side must guess which characters are the target and the killer while playing the game to avoid killing anyone. To give the player on the first side at least a clue as to who the target is, the controls are differentiated so that there are different restrictions when acting on a character from the first side compared to when acting on a character from the second side. - Opportunities will be provided to provide information that may lead to the identification of the target and killer to at least the players on the first side. If the kill conditions are met and a kill occurs before the end of the last turn, the second side wins. If the kill conditions are not met and the last turn ends without a kill occurring, the first side player is given the opportunity to designate which character is the killer. If the designation is correct, the first side player wins; if it is incorrect, the first and second sides end in a draw. Each item will be explained below with specific examples.

[0016] 2. Field (1) Field configuration FIG. 2 shows an example of a field 10 that is set as a virtual location where characters can act. The field 10 is set to resemble the interior of a building. Multiple characters 11 can move around the field 10 and perform various actions within the field 10, such as exploring. The field 10 is divided into multiple rooms 13 by walls 12 (shown by thick solid lines). At least one door 14 is provided in the wall 12. The characters 11 can open the door 14 to move between the rooms 13. They cannot move between the rooms 13 by passing through the wall 12 at any point other than the door 14. Multiple fields 10 are prepared, each with a different number and arrangement of rooms 13 and doors 14. A player selects one of the fields 10 to play the game.

[0017] The field 10 is further divided into a plurality of areas 15. In FIG. 2, the areas 15 are shown distinguished by dashed lines. The areas 15 are set as units through which the character 11 moves. Each room 13 includes at least one area 15. The area 15 is, for example, square-shaped, but may be set to any suitable shape, such as rectangular or hexagonal. The areas 15 do not necessarily have to be the same shape and size. A single field 10 may have multiple types of areas 15 with different shapes and sizes set therein.

[0018] (2) Search object Multiple types of search objects are provided within the field 10. For example, as shown in FIG. 3, a murder weapon 16A as a first type of search object, food 16B as a second type of search object, and a third type of search object 16C are set at appropriate positions within the field 10. Hereinafter, when it is not necessary to distinguish between the various search objects 16A to 16C, they will be referred to as search objects 16. The murder weapon 16A is a virtual object in the game that affects whether or not a murder condition is met. The food 16B is a virtual object in the game that affects the behavior of the character 11. The third type of search object 16C includes multiple types of objects, such as items or gimmicks that have a different effect on the game than the murder weapon 16A and food 16B, or non-effective items that have no effect. The character 11 can obtain the search object 16 by moving within the field 10 and accessing and searching for it. However, the character 11 will not obtain anything from the non-effective items included in the third type of search object 16C. The number and arrangement of the search objects 16 vary depending on the type of field 10. The search objects 16 are set uniquely for each field 10, and the search objects 16 are not differentiated between players or characters 11 on the same field 10. On the other hand, even on the same field 10, the number, arrangement, etc. of the search objects 16 may be dynamically changed each time the game is played, or after one or an appropriate number of turns.

[0019] The display of the search objects 16 on the game screen is differentiated between the first side and the second side. For example, to a player on the second side, all weapons 16A, all food items 16B, and all third-type search objects 16C are displayed in a manner that allows the type of the search objects 16A to 16C to be identified. However, the contents of the third-type search objects 16C are unknown unless the character 11 accesses them. In other words, the more specific type of the third-type search objects 16C is not revealed to a player on the second side. On the other hand, to a player on the first side, the locations of all weapons 16A, all food items 16B, and all third-type search objects 16C are shown, but the type of the search objects 16 is not revealed, except for some food items 16B. In other words, a player on the first side cannot immediately tell from the game screen whether a search object 16 is a weapon 16A, food items 16B, or a third-type search object 16C, except for food items 16B, which are shown as an exception. The player on the first side cannot know what the search object 16 is, except for some of the food 16B, unless he moves the character 11 to the location of the search object 16 and searches for it.

[0020] 3. Game screen FIG. 4 is an example of a game screen displayed on the user device 3. The game screen 100 displays the above-described field 10 as a three-dimensional image from an appropriate viewpoint. The field 10 is a logical field or space set as a virtual field or space in the game. The field as a display element in the game screen 100 should be strictly distinguished from the field 10 shown in FIG. 2 and the like, but there is no need to treat them as a strict distinction when explaining the game content, etc. Therefore, in the following, the terms and reference numerals used in the explanation of FIG. 2 and the like will also be used for the game screen 100. The same applies to the characters 11, etc.

[0021] On the game screen 100, the character 11 is displayed in the field 10 with, for example, a circle so that it is easy to understand where the character 11 is located within the field 10. Doors 14 and search objects 16 are also displayed within the field 10, and these display objects may be displayed in the field 10 in an emphasized state so that their positions are easy to understand. The distinction between areas 15 in the field 10 is displayed under certain conditions, such as when instructing the destination of the character 11.

[0022] The game screen 100 includes a player information section 102 that lists the names of players participating in the game, a role mark 103 that indicates the role of each player, a progress information section 104 that indicates the current progress status, a character information section 105 that presents information about the character 11, an operation information section 106 that displays the number of characters the player can control and the remaining time for that instruction, and an instruction end button 107 that the player operates to indicate that they have finished instructing their actions. The player information section 102 indicates whether each player belongs to the first side or the second side through a different display mode, such as color or pattern. The role mark 103 displays a different mark depending on whether the user of the user device 3 on which the game screen 100 is displayed is participating in the game as a player on the first side or the second side. The progress information section 104 displays information about turn progression, such as the number of turns the current turn is and how many turns remain. The character information section 105 will be described later.

[0023] 4. Characters (1) Character composition FIG. 5 shows an example of the configuration of characters appearing in the game. At least three characters appear in the game: a target, a killer, and a normal. The target, killer, and normal have different roles to play in relation to the killing event. The target is the first role, and the character playing this role is an example of a first character; the killer is the second role, and the character playing this role is an example of a second character; and the normal is the third role, and the character playing this role is an example of a third character.

[0024] In the example of FIG. 5, a total of six characters 11 are set as the characters appearing. The characters 11 are set with different appearances to distinguish them from one another, and different character names are also set from one another. As an example, in FIG. 5, the character names set from left to right are "Agatha," "Berkeley," "Catherine," "Dorothy," "Ellery," and "Freeman." These character names can be distinguished from one another by their initial letters A to F. On the game screen 100 of FIG. 4, the characters 11 are displayed with their initial letters A to F as a reference for distinguishing between the characters 11.

[0025] As described above, one of the multiple characters 11 is set as the target, and another character 11 is set as the killer. The remaining four characters are normal. These settings are set appropriately, for example, randomly, at the time when play of the game begins. The target and killer do not change until the end of one game. On the other hand, the target and killer are set each time a game is played. Therefore, at least one of the target and killer in one game may match at least one of the target and killer in the next game, or they may not match.

[0026] (2) Relationship with the player's side When play of the game begins, the player on the first side is not informed of which characters the target and killer are. On the other hand, the player on the second side is informed of which characters the target and killer are. In other words, the players are divided into the first side and the second side, and play of the game begins in a state in which the first side is not informed of which characters the target and killer are, while the second side is informed of which characters. Such a state is an example of the basic state of the game. However, the basic state does not necessarily have to be set at the start of play. The progress of the game may be controlled so that the basic state is set at an appropriate point during play of the game, and that setting serves as a trigger for starting a battle between the first side and the second side over the occurrence of a murder.

[0027] 5. Character behavior Within the field, each character can perform various actions. Actions that the player can instruct include movement within the field 10 on the game screen 100 of FIG. 4, opening and closing doors 14, searching for search objects 16, and using acquired search objects 16. While actions such as killing with a killer and consuming food 16B are also types of actions, these actions are not directly instructed by the player and can be considered indirect or incidental actions that differ from actions such as movement that are directly instructed by the player. However, actions such as consuming food 16B also occur under certain conditions in conjunction with actions that reflect the player's instructions, and in this respect are types of actions of the character 11 based on instructions from the player or actions associated with instructions from the player.

[0028] As a general rule, the movement of the character 11 is limited to within three areas from the current area 15 in one turn. In other words, if one area 15 is considered a unit of movement, the upper limit of the distance that the character 11 can move in one turn is three areas. However, there are exceptions to this upper limit, which will be discussed later. Movement across rooms 13 is only possible by opening a door 14 and passing through; it is not possible to move between rooms 13 by passing through a wall 12 other than at the position of the door 14. Therefore, the distance that the character 11 can move is a concept that is determined by the number of areas 15 that exist on a path that can be moved while avoiding the walls 12. The number of areas 15 when a straight line is drawn between the source and destination does not necessarily match the distance moved.

[0029] 6. How to instruct actions FIG. 6 shows an example of a display mode of the game screen 100 when a player instructs the character 11 to move. When instructing the character 11 to move, the area 15 in which the character 11 to be instructed ("Berkeley" in the example of FIG. 6) is located and the areas 15 within a movable range from the area 15 are clearly indicated by, for example, a frame 110. The third area 15, which is the upper limit of the moving distance from the current position, and the other areas 15 are displayed in different modes, for example, by changing the color or pattern of the frame 110. This allows the player to distinguish and understand the upper limit area 15 from the other areas 15. The player can instruct the destination of the character 11 by selecting the area 15 to move to next by operating, for example, a pointing device of the user device 3.

[0030] FIG. 7 shows an example of the display mode of the game screen 100 when instructing a search for a search object 16. If a search object 16 is set in the area 15 to which the character 11 has moved, a menu 111 is displayed for specifying whether or not to search for the search object 16. When the player selects "Search" from the menu 111, the character 11 to be moved searches for the search object 16. Through the search, the character 11 acquires a weapon 16A, food 16B, or the like. If the search object 16 is a missing item, the character 11 does not acquire anything. Whether or not each character 11 possesses (acquires) a search object 16, and if so, what the search object 16 is, are equally notified to players on the first and second sides. Note that instructions to move and instructions to search in a single turn are not exclusive. The player can select the character 11 to act and the destination, instruct the character 11 to move, and can also instruct the character 11 to search in the area 15 to which the character has moved. However, different restrictions are set for the first and second sides regarding instructions for the character 11's actions. The restrictions will be described in detail below.

[0031] 7. Player Classification Players play the game by belonging to either the first side or the second side. The number of players on each side and the upper limit of the number of characters that can be commanded to act from each side in one turn are differentiated between the first side and the second side. An example is shown in FIG. 8. In the example shown in the figure, the number of players on each side and the upper limit of the number of characters that can be controlled, i.e., that can be commanded to act, are differentiated for cases where the number of players participating in the same game (referred to as the total number of players) is two, three, or four. Regarding the number of players, the second side is divided into one player and the rest are divided into the first side, regardless of the total number of players. Furthermore, the upper limit of the number of characters that can be controlled in one turn is set to two for the second side, regardless of the total number of players. On the other hand, on the first side, the limit is set to 3 when there are 2 players in total, 4 when there are 3 players in total (2 per player), and 3 when there are 4 players in total (1 per player).

[0032] The second side is in an advantageous position from the viewpoint of committing a murder, since the target and killer are known. Therefore, in the example of Figure 8, the number of players on the second side is set relatively small, and the upper limit of the number of characters that can be controlled on the second side is set smaller than the upper limit of the number of characters that can be controlled on the first side as a whole. However, Figure 8 is just an example, and the total number of players participating in the game and the number of players on each side may be changed as appropriate depending on the difficulty level of the game, etc.

[0033] At least one player may be a real user operating the user device 3. Some of the players may be virtual players generated by a computer such as the user device 3. The computer, as the entity that controls the progress of the game, can distinguish between the target and the killer. However, it is also possible to virtually generate a first-side player who plays the game without knowing the target and the killer, and have the virtual player instruct the actions of the character 11 in the same way as a real player. The virtual player may also participate as a second-side player. Therefore, it is possible for one real player to become either a first-side or second-side player and compete one-on-one against a virtual player.

[0034] Note that information regarding whether each player participating in the game is classified as the first side or the second side does not necessarily need to be shared among players at the start of the game. Each player only needs to know at least which side they will be playing on. It may be unclear whether the other players are on the first side or the second side. In this case, the player information section 102 of the game screen 100 shown in FIG. 4 does not display information indicating which side the other players are on.

[0035] 8. Turn-based (1) Turn Structure FIG. 9 shows an example of a turn structure in a game. In the example of FIG. 9, the first to fourth days are set as the time in the game. For the first to third days, one turn is set for each of the morning, evening, and night, and for the fourth day, one turn is set for the morning only. As a result, one play of the game is divided into turns 1 to 10 and progresses. If no murder occurs by the final turn 10, a deduction phase may occur following the final turn. The deduction phase is a phase in which the player on the first side designates the character they believe to be the killer in order to determine the outcome of the play.

[0036] Each turn is divided into a command phase and the following action phase. During the command phase, each player is given an opportunity to instruct their character to act within a predetermined time limit (for example, within 180 seconds). Therefore, the command phase is an example of an opportunity to instruct. It is optional to give instructions, and it is also possible to choose not to give instructions. In a single command phase, it is not necessary to instruct all characters to act; it is acceptable to instruct only some characters to act. During the command phase, players on the first side and the second side are simultaneously given opportunities to instruct their characters to act. Although the timing of individual players' instructions to act may differ within the time limit of the command phase, there is no temporal relationship between the opportunity for the first side to instruct their characters and the opportunity for the second side to instruct their characters to act. The action phase is a phase in which each character acts based on the instructions given in the command phase. Therefore, the action phase is an example of an opportunity to act. Characters that are not instructed to act by either the first side or the second side during the command phase may be made to act according to certain rules by the computer, or may be treated as not acting.

[0037] (2) Opportunities to provide information As shown in FIG. 9, information provision opportunities are set between some turns. In the example of FIG. 9, information provision opportunities are set between the night turns of the first to third days and the morning turns of the second to fourth days. However, the information provision opportunities are not limited to the times shown in FIG. 9, and may be set at any appropriate time between the start and end of game play. For example, an information provision opportunity may occur at an appropriate time in response to a request from a player on the first side. An information provision opportunity may occur in response to a player's request when a player meets certain conditions, for example, when a specific item has been acquired within a predetermined upper limit of times. An information provision opportunity may also be set at a random time determined using a computer-generated lottery or the like.

[0038] Opportunities for providing information are provided as opportunities for virtual characters set up to support the player on the first side to provide at least the player on the first side with information that will serve as clues for narrowing down the target and killer. Characters that provide this type of information are characters that are different from the target, killer, and normal characters that act on the field, and may be referred to as support characters below to distinguish them from characters that act. Specific examples of information provided by support characters will be described later. In principle, the progression of turns is as shown in Figure 9, but if a killer occurs, the game ends at that point. Also, if a situation arises in which the player on the first side can uniquely identify the killer's target before a killer has occurred, exceptional handling of the progression of turns will be performed. Exceptions to the progression of turns will be described later.

[0039] 9. Character status abnormalities Characters may experience abnormal status as a result of their actions. For example, as shown in FIG. 10, characters may experience abnormal statuses such as "fatigue," "hunger," and "near death." "Fatigue" is an abnormal status that occurs in association with a character's movement. For example, if a character moves three areas in accordance with instructions from the first side, the character will experience the abnormal status of "fatigue." A "fatigued" character can only move a maximum of two areas from the first side in the next turn. In other words, the upper limit of the character's movement distance in response to instructions from the first side is limited to two areas. In the turn following the turn in which the upper limit was limited, "fatigue" is resolved, and the upper limit of the movement distance is restored to three areas.

[0040] On the other hand, from the second side, a character can be moved three areas in two consecutive turns. If a character has moved three areas in two consecutive turns, a limit of two areas may be imposed on the next turn as "fatigue," or the upper limit of the movement distance may be maintained at three areas without incurring "fatigue." Because there is a difference in the upper limit of the character's movement distance between the first side and the second side, if the same character moves three areas in two consecutive turns, it is clear that the character moved in accordance with instructions from the second side. This fact, combined with the behavior control described below, produces an effect that allows the player on the first side to identify characters not assigned the target role (non-target characters).

[0041] "Hungry" and "Dying" are status abnormalities that occur depending on whether a character has food. If a character does not have food at a specific mealtime during the game, such as the start of each morning turn (turns 4, 7, and 10) on days 2 through 4, the "Hungry" status abnormality occurs. A "Hungry" character's movement distance is limited to one area on the next turn. This restriction applies regardless of whether the character is commanded from the first or second side. "Dying" is an abnormal status abnormality that occurs when a character with the "Hungry" status abnormality does not have food at the next mealtime. A "Dying" character's movement distance is limited to one area on the next turn, similar to a "Hungry" character's. Additionally, for normal characters, whether or not they are "dying" affects whether or not the kill condition is met. In this respect, the "Dying" status abnormality affects the game differently from the "Hungry" status abnormality. If a "hungry" or "dying" character explores the field and obtains food before the next mealtime, the character will be considered to have eaten a meal at the next mealtime, and either the "hungry" or "dying" abnormal status will be resolved. However, the "dying" abnormal status may be changed to "hungry" by eating a single meal.

[0042] 10. Conditions for Murder The kill occurrence condition is set in association with the character's actions. As an example, the kill occurrence condition is configured to be met when all of the following three requirements A to C are met. The kill occurrence condition is made known to all players as a game rule. Requirement A: The killer possesses murder weapon 16A (see Figure 3). Requirement B: In Field 10, the target and killer are located in the same Area 15. Requirement C: There are no normal characters 11 in the same room 13 as the area where the target and killer are located. However, a normal character 11 with the "dying" status abnormality is considered not to be present even if he or she is in the same room 13 as the target and killer.

[0043] Requirement A is a requirement whose success or failure changes in relation to the killer character's search behavior. That is, requirement A is met if the killer obtains a murder weapon through search, and requirement A is not met if the killer does not obtain a murder weapon. Requirement B is a requirement whose success or failure changes in relation to the actions of the target and killer, and is an example of a first positional requirement whose success or failure changes depending on the relative positions of the target and killer. Requirement B is met when the target and killer act so as to be located in the same area, and is not met otherwise. Requirement C is a requirement whose success or failure changes in relation to the actions of a normal character, and is an example of a second positional requirement whose success or failure changes depending on the relative positions of the target and killer and the normal character. The "near-death" status abnormality affects the success or failure of requirement C, but whether the "near-death" status abnormality occurs depends on whether the normal character obtains food through search behavior. Therefore, requirement C is a type of requirement whose success or failure changes in relation to the actions of a normal character.

[0044] As described above, the kill conditions are determined so that their success or failure depends on the actions of the characters. Therefore, the player on the first side is required to estimate which characters are the target and which are the killer, while controlling the actions of the characters so as not to satisfy the kill conditions. Meanwhile, the player on the second side is required to control the actions of the characters so as to satisfy the kill conditions. Furthermore, the characters include the first and second characters who are to play the roles of the parties involved in the kill, i.e., the target and killer, respectively, as the victim and assailant, as well as a normal character, a third character who is not assigned those roles. The kill conditions include requirement A and requirement B associated with the actions of the target and killer, as well as requirement C associated with the actions of the normal character. Therefore, the player must consider not only the actions of the target and killer characters, but also how the normal character should act, or how the normal character has acted, when determining the instructions to be given to the characters. This increases the strategic nature of the game and enhances the enjoyment of the game.

[0045] The above requirements A to C are merely examples. The kill conditions can be set as appropriate, as long as they are associated with the actions of the characters in response to instructions from the players. In other words, the kill conditions can be configured as appropriate, as long as the instructions given by the players on the first and second sides and the actions of the characters affect whether or not the kill is successful. The presence or absence of a murder weapon on the killer, the relative positions of the target and the killer, the relative positions of normal characters, and the presence or absence of the "near death" status abnormality indicate the state or situation of each character, but these factors are dependent on the actions of the characters. Therefore, requirements related to the state or situation of each character are considered to be a type of requirement whose success or failure changes in association with the character's actions.

[0046] 11. Character Action Order (1) Setting the action order The actions of the characters in the action phase of each turn are executed in a predetermined order. FIG. 11 is an enlarged view of the character information section 105 displayed in the upper center of the game screen 100 of FIG. 4. In the character information section 105, enlarged images of the characters 11 are displayed in order from left to right in order of their action order. The action order is set based on a predetermined initial state, for example, the order of the initial letters A to F of the character names. The initial state order is changed sequentially depending on the state of each character 11 at the start of each turn. The action order of a character 11 suffering from a status abnormality is set later than that of a character 11 not suffering from a status abnormality. Furthermore, among characters 11 suffering from a status abnormality, the higher the level of the abnormality, the later the action order is set. For example, a character 11 suffering from "fatigue," "hunger," or "dying" is changed to a later order than a character 11 not suffering from these status abnormalities. Furthermore, a "hungry" or "dying" character 11 has a smaller upper limit of movement distance than a "fatigued" character 11 and is therefore considered to have a higher degree of abnormal status, so will have a later action order, and a "dying" character 11 is considered to have an even higher degree of abnormal status than a "hungry" character 11 and will have an even later action order, etc. In the character information unit 105, changes to the order of the characters 11 are reflected at the start of the command phase of each turn.

[0047] (2) Relationship with the conditions under which murder occurred During the action phase, the game screen 100 displays the actions of each character 11 according to the order indicated in the character information section 105. The success or failure of the kill condition is determined based on the state in which all characters have acted based on the instructions given in the command phase of a single turn, i.e., the state in which all characters have completed their actions. Therefore, even if a situation occurs during the action phase in which the kill condition is temporarily met, no kill will occur unless the kill condition is met when all actions are completed. For example, even if a situation occurs during the action phase in which all of the above-described requirements A to C are met, if some characters subsequently act in a way that causes at least some of requirements A to C to be unmet—for example, if the target moves to a different area from the killer—no kill will occur in that turn.

[0048] (3) Exceptions to the Order of Actions An exception to the change in the character action order is provided. This exception occurs when the second side commands the killer character to "attack" as an example of a specific action. In this case, the action order of the character to which "attack" is commanded is changed to the last (the rightmost in the character information section 105), and this change is reflected in the display in the character information section 105 at the start of the action phase of the same turn. The change in the order in the character information section 105 is made at the start of the command phase of each turn, as described above. Therefore, if the order in the character information section 105 is changed at the start of the action phase, the player on the first side can understand that an "attack" has been commanded and that the character targeted by the command is the killer. A specific example of "attack" will be described later.

[0049] 12. Controlling Character Behavior (1) Player side and character type Character actions are not controlled equally when commands are given from the first side and when commands are given from the second side. Instead, at least a portion of the command relationship between the player's side and the character is differentiated. The command relationship here refers to the correspondence between the side giving commands and the character receiving the commands. FIG. 12 shows an example of differentiation based on the command relationship. In FIG. 12, the target character is designated by reference character 11T, the killer character by reference character 11K, and the normal character by reference character 11N. In the example of FIG. 12, the target character 11T is classified as a first type C1, and the killer and normal characters 11K and 11N are classified as a second type C2. The first type C1 is advantageous for the player PL of the first side S1, while the second type C2 is advantageous for the player PL of the second side S2.

[0050] That is, a differentiation is applied in which the first side S1 can give instructions to the character 11T of the first type C1 to make him act, while the second side S2 cannot give instructions to make him act. In other words, with regard to the actions of the character 11T of the first type C1, a restriction (a predetermined restriction on instructions) occurs that prevents the second side S2 from giving instructions to make him act, while no such restriction occurs for the first side S1. Therefore, the first side S1 has exclusive authority to make the character 11T of the first type C1 act. From the perspective of the second side S2, the target character 11T cannot act based on instructions from its own side. This acts as a restriction on the second side S2 in making each character 11 act in order to fulfill the kill occurrence condition. The restriction imposed on the second side S2 regarding the actions of the character 11T of the first type C1 may be realized either by restricting the instructions themselves so that the second side S2 cannot instruct the character 11T to act, or by invalidating the instructions so that the character 11T does not act according to the instructions even if the instructions can be given from the second side S2. In either case, the restriction is imposed on the instructions from the second side S2.

[0051] On the other hand, characters 11K and 11N of the second type C2 can be commanded to act by instructions from either the first side S1 or the second side S2. In this respect, there is no difference between the first side S1 and the second side S2. However, if an instruction from the first side S1 and an instruction from the second side S2 overlap for the same character 11, the instruction from the second side S2 takes priority. This differentiates the control. That is, for the first side S1, there is a restriction that characters 11K and 11N can act only if the instruction does not overlap with an instruction from the second side S2. For the second side S2, characters 11K and 11N can act according to instructions from their own side S2, regardless of whether the instruction from the first side S1 overlaps. For the second type C2, the second side S2 does not have the same restrictions as the first side S1. Therefore, the second side S2 has priority in terms of the authority to command characters 11K and 11N of the second type C2. The above relationships can be summarized as shown in the table in Figure 13. In the table, ◯ indicates that no restrictions are applied, × indicates that it is impossible to act, and △ indicates that instructions from the second side take priority over instructions from the first side.

[0052] To achieve the conditions for the murder, the player of the second side S2 must have the killer character 11K acquire the murder weapon 16A and act to approach the target character 11T, and the normal character 11N (except when "dying") must be positioned in a different room 13 from the killer character 11K. In creating such a situation, the above-mentioned restrictions on the second type C2 characters 11K and 11N work to the advantage of the player of the second side S2.

[0053] On the other hand, from the perspective of the first side S1, it is possible to recognize that there is another character 11 that tends to act in a way that draws it closer to one of the characters 11, and that there is also another character 11 that tends to act in a way that draws it closer to another character 11. If the player of the first side S1 can sense such differences in behavioral tendencies, it will have a clue to distinguish and estimate the character 11 that acts as the target or killer from the character 11 that acts as a normal character. Based on this estimation, the first side S1 can instruct the behavior of the characters 11 so that a situation does not arise in which only two characters 11 are located in the same room 13, thereby preventing the occurrence of a kill condition. With regard to such operations, allowing the first side S1 to act exclusively with the target character 11T works to the advantage of the first side S1.

[0054] (2) Relationship with target estimation Only the first side S1 can give instructions to the characters 11T of the first type C1 to make them act. With regard to the characters 11K and 11N of the second type C2, the instructions from the second side S2 take priority when instructions from both sides S1 and S2 overlap. These restrictions, combined, provide the first side S1 with additional clues to distinguish between the characters 11 of the first type C1 and the characters 11 of the second type C2. From the perspective of the first side S1, the characters 11 of the first type C1 can always act according to instructions from its own side S1, while the characters 11 of the second type C2 cannot act if instructions from the second side S2 overlap. Therefore, if a character 11 does not act according to instructions given by the first side S1, it can be assumed that the character 11 is not a target, in other words, is at least a killer or normal character. By accumulating such inferences, the target character 11T can be gradually narrowed down, and eventually it may be possible to definitively identify the target character 11T. On the other hand, it is possible to narrow down the killer character 11K by using the differences in behavioral tendencies of the characters 11 that are presumed to be outside the target, for example, whether they tend to approach any of the characters 11 or whether they tend to move to a room 13 different from the other characters 11, as clues.

[0055] In order for the first side S1 to know whether the above-described restriction regarding the second type C2 has been applied, the player PL of the first side S1 must be aware of at least the restriction that the target character 11T cannot be acted on from the second side S2 and the restriction that instructions from the second side S2 take priority with respect to the characters 11K and 11N of the second type C2. For example, the differentiation of control, i.e., the application of the restriction, may be notified to each player PL in advance as a game rule. Furthermore, during game play, overlapping instructions from both sides S1 and S2 may actually occur, and the player PL of the first side S1 must be aware that the instructions from the second side S2 have taken priority as a result. To this end, a process may be performed in which the player PL of the first side S1 is notified of the occurrence of an action in which instructions from the second side S2 have taken priority. However, if the state in which a character does not act according to instructions given from the first side S1 occurs only because of overlapping with instructions from the second side S2, the first side S1 can recognize the overlapping of instructions by the occurrence of an action different from the instructions without giving any special notice, etc.

[0056] As described above, the restrictions applied to the second side S2 regarding the character 11T of the first type C1, and the restrictions applied to the first side S1 regarding the characters 11K and 11N of the second type C2 function to provide the player PL of the first side S1 with clues to determine whether each character is a target, narrow down the target character 11T, and further provide clues to estimate the killer character 11K.

[0057] The differentiation of control or differentiation of restrictions for providing clues for narrowing down targets etc. is not limited to the example in Fig. 13. Some modified examples are given below.

[0058] FIG. 14(a) shows a modified example. In this example, only the second side's restrictions on the first type of character (the target character 11T in the example of FIG. 13) are applied. The second type of character (the killer and normal characters 11K and 11N in the example of FIG. 13) can be made to act from either the first side or the second side. If instructions from both sides overlap, fairness is maintained between the two sides, for example, by using a lottery, and the character acts based on instructions from one of the sides (indicated by ◇ in the table). Even in this case, the first type of character acts according to instructions from the first side and does not act according to instructions from the second side, while the second type of character may act according to instructions from either side. This difference can provide clues for the first side to identify the target character.

[0059] FIG. 14(b) shows another modified example. In this example, with respect to a first-type character (character 11T in the example of FIG. 13), instructions from the first side are given priority, and the second side is allowed to make the character act as long as they do not overlap with instructions from the first side. With respect to a second-type character (characters 11K and 11N in the example of FIG. 13), they can be made to act from either the first side or the second side. If instructions from both sides overlap, the instruction from one side is adopted to ensure fairness between the two sides, and the character 11 acts accordingly. This example differs from the examples of FIGS. 13 and 14(a) in that the second side also has the possibility of instructing the target character 11T to act. In the example of FIG. 14(b), when an instruction is given from the first side, that instruction always takes priority with respect to the first-type character 11T, but with respect to the second-type characters 11K and 11N, even if an instruction to act is given from the first side, there are cases in which the character does not act as instructed. Therefore, it is possible to give the first side a clue to estimate whether the character is on target or off target.

[0060] Among the above restrictions, the preferential handling indicated by a triangle in the table is not limited to a mode in which an instruction from one side is always selected when instructions from both sides overlap. For example, in the modified example of FIG. 14(c), restrictions may be set so that when instructions from both sides overlap with respect to the actions of the second-type characters 11K and 11N, the probability that an instruction from the first side is adopted is significantly lower than the probability that an instruction from the second side is adopted. Even in this case, from the perspective of the first side, there is a significant difference between the frequency with which the action instructed to the first-type character 11T occurs exactly and the frequency with which the action instructed to the second-type characters 11K and 11N occurs exactly. Therefore, it is possible to estimate which characters are not the target and narrow down the target character 11T accordingly. In other examples, restrictions may be set similarly when instructions from both sides overlap.

[0061] In both examples, it is necessary to guarantee the possibility of giving instructions to characters 11 of both types, namely, character 11T of the first type C1 and characters 11K and 11N of the second type C2, on the first side and causing them to act. The term "guarantee" here means that the possibility of selecting characters of either type as targets of instructions and causing them to act is not completely eliminated, but remains at least on some occasions, meaning that it is not impossible to give instructions and cause them to act. For example, characters of the first type on the first side can be caused to act without restrictions, and this possibility is not eliminated in any way. The same is true for characters of the second type, and the possibility of giving instructions to cause them to act remains at the first side, as long as instructions from the second side do not overlap, and this possibility is not completely eliminated. In other words, "guarantee" means guaranteeing the authority to give instructions to cause them to act at least on some occasions. If a restriction were set so that the first side could not give instructions to either type C1 or C2 and make them act, it would be possible to immediately determine whether the character 11 is of the first type C1 or the second type C2 by identifying the character 11 that cannot be instructed to act, and thereby definitively determine at least the target character 11T. In this case, the premise of the game, in which the target character 11T and the killer character 11K are unknown and the player on the first side gradually narrows them down, cannot be maintained, which is inconvenient.

[0062] As is clear from the example of Figure 8, there may be multiple players at least on the first side. In this case, it is expected that overlapping instructions for the same character may occur not only between sides but also within the same side. Even when overlapping instructions within the first side occur, it is necessary to adopt one of the instructions to determine the character's behavior. However, from the perspective of each player on the first side, the character may take an action different from the instruction they gave. There is a risk that it may be difficult to determine whether such behavior is due to overlapping instructions from the second side or overlapping instructions from the same side. To eliminate such a risk, it is effective to provide the first side with the above-mentioned notification, i.e., a notification that the instruction from the second side has priority.

[0063] When information indicating whether each player is on the first or second side is shared among players, in addition to or instead of the above notification, information regarding which character each player instructed to act within the first side may be displayed on the game screen, or such information may be shared among players within the first side through chat or other mechanisms. In this case, each player on the first side can identify whether an action is the result of an instruction from the second side being prioritized. Alternatively, a process may be applied in which each player on the first side exclusively controls the character that is the target of instruction, eliminating overlapping instructions within the first side. However, when there is only one player on each of the first and second sides, it may be possible to determine that a character not instructed by the player on the first side is a non-target character 11K, 11N when that character acts. However, when a computer automatically controls a character not instructed by either the first or second side (hereinafter referred to as a non-instructed character), it is necessary to distinguish such an action from an action corresponding to an instruction from the second side.

[0064] That is, if an uncommanded character exists during the command phase of a turn, as long as control is executed to prevent the uncommanded character from acting during the action phase of the same turn, a character that, from the perspective of the player on the first side, takes some action despite not being instructed to do so by the first side can be determined to be a character that acted in accordance with instructions from the second side and can be determined to be a non-target character. However, when a computer automatically causes an uncommanded character to act according to some control rule (different from when a virtual player generated by the computer gives instructions to cause the character to act), the first side cannot determine whether the action was caused by an instruction from the second side or automatically occurred under computer control. When such an action occurs, it may be difficult for the first side to distinguish between the first type and the second type. To avoid such inconvenience, it is necessary to provide information to the first side so that the first side can distinguish whether the action was caused by an instruction from the second side or by computer control of an uncommanded character. A notification that instructions from the second side have taken priority serves as one type of such information, but in addition to or instead of that, the first side may be clearly informed that the action is computer-controlled, or the computer may cause the character to act in a way that shows a unique tendency that can be distinguished from actions based on instructions from the first or second side.

[0065] When the computer controls the actions of non-instructed characters, the tendency of the control may be set to, for example, a tendency to appear in response to instructions from the player on the first side or the second side, i.e., a tendency to prevent the killer condition from being met or a tendency to make the killer condition be met, or it may be set to show the above-mentioned specific tendency. A specific tendency could be, for example, that the killer character tends to act in a way that approaches the target character, and that the characters other than the killer tend to act in a way that prioritizes exploration.

[0066] As explained above, in the game of this embodiment, the control of the character's actions is differentiated according to the command relationship between the player's side and the character's type, thereby creating a difference between the first type and the second type in how the commands given from the first side are reflected in the character's actions. This difference provides the player on the first side with clues to determine whether or not each character is likely to be a target, and further allows the player on the first side to narrow down the target character and the killer character, and ultimately provides a basis for guessing these characters.

[0067] In the above example, the conditions under which characters can act are differentiated depending on the command relationship between the player's side and the character's type. However, control differentiation is not limited to such conditional differentiation. Control differentiation may be implemented in any suitable manner, as long as the difference between the actions performed in response to commands from one side and the actions performed in response to commands from the other side provides a clue for the player on the first side to distinguish between characters of the first type and characters of the second type. For example, the differentiation regarding the upper limit of the movement distance of character 11 described above provides a clue for distinguishing between the first type and the second type. That is, in the relationship shown in FIG. 13, the player PL on the second side S2 cannot cause character 11T of the first type C1 to act, while characters 11K and 11N of the second type C2 can move three areas consecutively over at least two turns. Therefore, even if the instructions from the first side S1 and the second side S2 do not overlap with each other for the characters 11K and 11N of the second type C2, if a character 11 appears that moves through three areas in two consecutive turns, the player PL of the first side S1 can understand that the character 11 is of the second type C2, i.e., is not the target character 11T.

[0068] (3) Regarding the "attack" behavior As mentioned in the explanation of the action order in Figure 11, the player on the second side can issue an instruction to "attack" as a specific action. The target of the "attack" instruction is limited to the killer character who possesses the murder weapon 16A, and there is no need to specify a destination area. When the player on the second side issues an instruction to "attack" in the command phase, the killer character's action order in the subsequent action phase is changed to last, and the killer character takes the "attack" action as a specific action. The "attack" action is characterized as an action in which the killer character automatically moves toward the area where the target character is located. However, the upper limit of the movement distance is the same as the upper limit of the movement distance applied to the second side.

[0069] Even if the target character is located within three areas of the killer character in the command phase in which an "attack" is specified, if the characters move in the subsequent action phase and the killer character cannot reach the same area, and requirement B of the killer occurrence condition is not met, or if a normal character (except in the case of "dying") moves into the same room as the killer and target and requirement C is not met, then no kill will occur even if an "attack" occurs. On the other hand, the player on the first side can uniquely identify which character is the killer by changing the order of the character information section 105 (Fig. 11) at the start of the action phase.

[0070] (4) Presentation of facts revealed by the behavior As described above, a character's actions may reveal that the character is not a target, and further reveal that the character is a killer. When such a fact is revealed, the fact is presented to the player on the first side via the character information unit 105 of FIG. 11. The character information unit 105 includes an identification unit 120 for indicating whether each character 11 is likely to be either a target or a killer, and the identification unit 120 is provided in one-to-one correspondence with the image of the character 11. The identification unit 120 further includes a first identification unit 120a indicating whether the character is likely to be a target and a second identification unit 120b indicating whether the character is likely to be a killer. The first identification unit 120a and the second identification unit 120b each change their display mode between when there is a possibility of the character being a target and when there is no possibility of the character being a killer. FIG. 11 shows an example of a display mode when there is still a possibility that all characters 11 are either a target or a killer. A mark symbolizing the target is displayed in the first identification section 120a, and a mark symbolizing the killer is displayed in the second identification section 120b, indicating that neither the possibility of the player being the target nor the possibility of the player being the killer has been denied. At the start of the game, the target and killer are unknown to the player on the first side, so the display of those identification sections 120a and 120b is as shown in Figure 11.

[0071] On the other hand, if it is determined that the character 11 is not the target, the display of the first identification unit 120a changes to an invisible state, such as a blacked-out state. FIG. 15 shows an example of such a change in display. The example in FIG. 15 shows a case where, as a result of the character "Agatha" prioritizing an instruction from the second side, it is determined that "Agatha" is not the target, and the mark symbolizing the target is changed from visible to invisible in the first identification unit 120a corresponding to "Agatha." If an "attack" instruction is issued and a killer is identified, this fact can also be indicated by changing the display mode of the second identification unit 120b of the killer character 11 to an invisible state. In this way, the character information unit 105 also functions to notify the player on the first side when the possibility of the character 11 being the target or the killer is denied based on the character 11's actions. The fact that the character is outside the target can be ascertained through the actions of the character 11, and it is not essential that it be presented in the character information section 105. However, by providing a function to present such facts, the player on the first side will not overlook or forget the facts obtained through the actions of the character 11, and can steadily narrow down the target and killer together with the information provided by the support character.

[0072] 13. Information provided by supporting characters (1) Matters determined by the support character As described above, the control is differentiated according to the command relationship between the player's side and the character type, thereby providing the player on the first side with clues to narrow down the target and killer. In addition, to provide additional clues, certain information is provided by the support character during information provision opportunities in the game (see FIG. 9).

[0073] The information provided by the support character includes information related to the positional relationship of the characters 11 within the field 10 in FIG. 2. That is, the support character determines whether the target character 11 and the killer character 11 are located within a predetermined distance range, and provides the determination result to the player on the first side. The computer, which controls the information provided by the support character, naturally knows which characters 11 are the target and which are the killer. However, disclosing that information to the first side would prevent the game from being completed. Therefore, the support character determines whether a state has occurred in which the target and the killer are located within a predetermined distance range, and notifies at least the player on the first side of the determination result. Hereinafter, this determination may be referred to as determining the positional relationship.

[0074] A specific example of positional relationship determination is as follows. First, assume that, at the time when the support character is to perform the determination, each character 11 is located within the field 10 as shown in FIG. 16. In FIG. 16, each character 11 is distinguished by its initial letter A to F. In the example of FIG. 16, if the distance range to be determined is set to the distance from one character 11 to within three areas, the characters 11 located within the predetermined distance range (within the three areas) for each character 11 are as shown in FIG. 17 (characters are represented by their initial letters A to F in FIG. 17). Note that the distance range referred to here is a concept specified by the number of areas 15 present on a path that can be traveled while avoiding walls 12, similar to the concept of the movement distance of the character 11 described above, and does not necessarily coincide with the number of areas 15 when a straight line is drawn between the start point and the destination point. The case where two characters are located within the same area is also naturally considered to be within the distance range.

[0075] In the case of the relationship shown in Figures 16 and 17, if "Dorothy" (D in the figures) were the target and "Berkeley" (B in the figures) were the killer, then those characters 11 would not be located within the three areas, and the support character's determination result would be "not there." On the other hand, if "Dorothy" (D in the figures) were the target and "Freeman" (F in the figures) were the killer, those characters 11 would be located within the three areas, and the support character's determination result would be "there." In this way, the support character determines whether the killer is located within the three areas for the target, and notifies at least the player on the first side of the determination result.

[0076] (2) Facts derived from the results of the discrimination The results of the positional relationship determination described above provide new information for narrowing down the target and killer, and function as separate information not obtained by the control differentiation described above. For example, if the positional relationship of the character 11 is as shown in Figures 16 and 17 and the determination result is "not present," it is determined that all of the correspondences shown in Figure 17 do not establish a target-killer relationship. In the example of Figure 17, the existence of a target-killer correspondence between "Agatha" and "Dorothy" and "Freeman" is denied. Similarly, the existence of a target-killer correspondence between "Berkeley" and "Ellery" is denied. Therefore, if it is determined that there is "not present" in the support character, the facts shown in Figure 18 can be derived regarding whether or not the characters are in a target-killer correspondence relationship. In Figure 18, the characters 11 are arranged vertically as tentative targets, and each character 11 is arranged horizontally as a tentative killer, and the locations where the possibility of a target-killer correspondence between them is denied are indicated by an "x" mark. The unmarked portions are portions where it is not possible to determine whether or not they correspond to the target and killer based on the support character determination results.

[0077] On the other hand, in the examples of Figures 16 and 17, if the support character's judgment result is "there," it is determined that one of the correspondence relationships shown in Figure 17 is a relationship that establishes a target-killer relationship. In that case, the relationship is mutually exclusive with respect to Figure 17, that is, a target-killer correspondence relationship does not exist between one character and another character located outside three areas from that character. In the example of Figure 16, the characters 11 that are not located within three areas of each character 11 are as shown in Figure 19, and if the relationship is shown in terms of whether or not the correspondence between characters is established, as in Figure 18, it is as shown in Figure 20.

[0078] In this way, if the support character determines whether the target and killer are located within a predetermined distance range, the determination result will reveal character combinations for which the target-killer relationship does not hold. If this determined fact is provided to the player on the first side as additional information in addition to the determination result of the positional relationship, the player on the first side will be able to accurately narrow down the character combinations for which the target-killer relationship holds, and ultimately correctly estimate the target and killer. Note that the manner in which the determination result of the support character and the facts derived from this determination result are provided to the player will be described later.

[0079] The distance range used by support characters to determine their positional relationships is not necessarily limited to three areas. If the distance range is too large, the number of cases where the character is determined to be "present" will increase significantly, and it may not be possible to provide information suitable for narrowing down the search. On the other hand, if the distance range is too small, the number of cases where the character is determined to be "not present" will increase significantly, and when the character is determined to be "present," the combinations of two characters located within the distance range will be limited, which may make it easier to identify the target and killer than necessary. It is desirable to determine the distance range with this balance in mind.

[0080] Furthermore, the distance range does not necessarily have to coincide with the upper limit of the movement distance of the character 11 in one turn. However, if the upper limit of the movement distance coincides with the distance range used by the support character for determination, the determination result of "present" indicates that the killer condition is close to being met, specifically, that the likelihood that requirement B of the killer condition will be met in the next turn is relatively high. This can have desirable effects, such as increasing tension in the game or enhancing predictability. Note that when the distance range is associated with the upper limit of the movement distance, if the killer is "hungry" or "dying" and the upper limit of the movement distance is reduced, the distance range may be reduced to match the changed upper limit of the movement distance. However, because the reduction in the distance range can be a clue to inferring that a "hungry" or "dying" character is the killer, it is desirable to determine whether or not to notify the first side player of the reduction in the distance range in consideration of the game's difficulty, balance, etc.

[0081] The distance range does not necessarily have to be determined by the number of areas along the character's movement path. For example, a distance range may be set within a circle of a certain radius centered on each character, and it may be determined whether or not a relationship exists within that range that would result in a combination of the target and the killer.

[0082] (3) Synthesis with facts revealed from the character's actions The facts derived from the determination result of the positional relationship can be combined with the facts determined due to the above-mentioned control differentiation. In the example shown in Figures 12 and 13, it is determined that the killer and normal characters 11K and 11N, classified as the second type C2, are out of the target because they acted in accordance with instructions from the second side. When such a fact is determined, it is notified to the player on the first side via the character information unit 105 as shown in Figure 15. However, separately from that, additional information indicating the success or failure of the correspondence between the target and the killer may be presented to the player in combination with the facts derived from the determination result of the support character.

[0083] For example, if it is determined that "Agatha" is not the target because the character "Agatha" acts according to instructions from the second side, then any of the characters in the correspondence relationships shown in Figure 18 can deny the part of the correspondence relationship that identifies "Agatha" as a tentative target. By reflecting this fact, the correspondence relationships in Figure 18 can be modified as shown in Figure 21. Note that in Figure 21, correspondence relationships where "Agatha"'s actions deny the target's suitability are shown in gray, distinguishing them from correspondence relationships where the support character's determination denies their existence. In this case, since it has already been determined that "Agatha" is not the target, even if the support character determines whether a killer is present within a predetermined distance range based on "Agatha," no new facts can be derived from the determination result. Therefore, the determination that "Agatha" is a tentative target may be omitted.

[0084] (4) Kill Check In addition to the above-mentioned support character's determination of the positional relationship and the facts derived from it, one form of information provision by the support character is to provide information indicating facts derived from a kill check. A kill check refers to a situation in which a kill does not occur despite the appearance that a kill condition is met. The support character provides information indicating facts derived from the kill check to at least the player on the first side.

[0085] Since the player on the first side does not know either the target or the killer, if two characters 11 are located in the same area 15 in the field 10 of Figure 2, and one of the characters 11 is carrying the murder weapon 16A, and there are no other characters 11 in the same room 13 as those characters 11, or if there are, they are in the abnormal state of "near death," then all of the requirements A to C for the murder to occur will appear to be met.

[0086] However, if at least one of the two characters 11 located in the same area 15 is neither the target nor the killer, requirement B is not met. Even if two characters 11 located in the same area 15 are the target and the killer, requirement A is not met if only the target character 11 possesses the murder weapon 16A and the killer does not have the murder weapon 16A. Such a situation is a kill check. And, from the fact that a kill check has occurred, the following fact can be further deduced.

[0087] If no murder occurs despite both of the two characters 11 possessing the murder weapon 16A, then a correspondence between target and killer does not exist between the two characters 11. The possibility that one of the characters 11 corresponds to the target or the killer is not denied, and the possibility that neither of the two characters 11 corresponds to either the target or the killer is also not denied. If one of the two characters 11 possesses the murder weapon 16A and the other does not possess the murder weapon 16A and no murder occurs, a correspondence in which the one character 11 possessing the murder weapon 16A is the killer and the other character 11 not possessing the murder weapon 16A is the target does not exist. In that case, at least one of the possibilities that the character 11 possessing the murder weapon 16A corresponds to the target and the character 11 not possessing the murder weapon 16A corresponds to the killer is not denied. The possibility that neither of the two characters 11 corresponds to either the target or the killer is also not denied.

[0088] When a kill check occurs, certain facts can be derived that serve as clues for narrowing down the correspondence between the target and the killer. Therefore, the support character provides the first side player with information indicating the facts derived from the kill check as reference information. For example, the support character provides reference information by suggesting a combination that negates the correspondence between the target and the killer, such as by notifying the first side player that a character carrying a murder weapon has no intention of killing a character located in the same area.

[0089] (5) Reflection of facts derived from kill checks The facts derived from the kill check can be reflected in the correspondence between the hypothetical target and the hypothetical killer illustrated in Figures 18, 20, and 21. For example, if a kill check finds that "Ellery" and "Agatha" are located in the same area, "Agatha" is carrying a murder weapon, and no other characters who are not "dying" are in the same room as "Ellery" or "Agatha," and no murder occurs, it is determined that "Ellery" is the target and "Agatha" is the killer. By reflecting this fact, the correspondence in Figure 21 can be further modified as shown in Figure 22. Note that in Figure 22, correspondences denied by the kill check are shown in gray to distinguish them from correspondences denied by support character identification, marked with an "x."

[0090] (6) Specific examples of information provision 23 shows an example of an information provision screen for notifying the player of the result of the determination of the positional relationship described above and facts derived from the determination result and already known facts. The information provision screen 130 in FIG. 23 includes a first information section 131 showing the state in which the support character notifies information, and a second information section 132 showing facts determined regarding the success or failure of the correspondence between the target and the killer among the characters 11.

[0091] The first information section 131 is provided with an image of the support character 133 and a dialogue section 134 expressing in sentence form the information to be provided by the support character 133. In the dialogue section 134, if the determination result of the positional relationship is "not there", for example, the sentence "There is no killer within three areas of the target", and if it is "there is a killer", the sentence is displayed as "There is a killer within three areas of the target".

[0092] The dialogue section 134 also displays the above additional information in the form of a sentence. That is, a sentence indicating that the correspondence between the target and the killer between the characters has been denied or that there is still a possibility of a correspondence between the characters being the target and the killer is displayed in the dialogue section 134. For example, if a combination in which the correspondence between the characters is denied is identified as shown in FIG. 22, a sentence indicating the result of the determination of the positional relationship described above is followed by a preface such as "In other words, the following cases are possible." As shown in FIG. 24, a sentence informing the user of the characters whose possibility of being the killer has not yet been denied for any one character assumed to be the target is displayed, such as "There are four killer candidates who could target Berkeley: Agatha, Catherine, Dorothy, and Freeman." The sentence displayed in the dialogue section 134 in FIG. 24 notifies the user of the names of the characters whose possibility of being the killer has not yet been denied (characters with blank spaces) when "Berkley" is tentatively targeted in FIG. 22.

[0093] The provision of information in the form of text in the dialogue section 134 in FIG. 24 continues by sequentially displaying the names of characters that could be the killer if assumed to be the target for each character from "Catherine" onwards. In the example of FIG. 24, the text in the dialogue section 134 is constructed to clearly indicate combinations of characters that still have the possibility of being the target and the killer. Therefore, combinations for which the possibility of being the target has already been denied are not displayed in the dialogue section 134. In the example of FIG. 22, if "Agatha" is the tentative target, there is no character that could be the killer. Therefore, no text is displayed when "Agatha" is assumed to be the target. Combinations for which the possibility of being the target and the killer is denied by the killer check are also not displayed in the dialogue section 134.

[0094] The text in the dialogue section 134 may be configured to notify the player of combinations that are denied as being possible correspondences between targets and killers. In this case, the grayed-out portions in the example of FIG. 22, i.e., correspondences with all other characters when "Agatha" is the tentative target, and correspondences with "Agatha" when "Ellery" is the tentative target, may be included in the targets notified in the dialogue section 134 or may be omitted.

[0095] Returning to FIG. 23, the second information section 132 visualizes the correspondence between the characters illustrated in FIGS. 21 and 22. Specifically, the second information section 132 includes six character columns 135A-135F (sometimes represented by reference numeral 135), each of which has six characters 11, from "Agatha" to "Freeman," positioned at the left end, with the other characters 11 arranged to the left and right. The subscripts A-F of the character columns 135A-135F correspond to the initials of the names of the characters 11 positioned at the left end. One character column 135 corresponds to one row in the table of FIG. 21 or 22. For example, the row in which "Berkeley" is tentatively targeted corresponds to the character column 135B. In each character column 135, a character 11 that is not considered to be a target / killer combination is marked with an "X," and its display mode is changed to make it less noticeable, such as by graying out. Furthermore, for characters 11 whose actions or kill checks have ruled out the possibility of them being the killer, their display style is changed to make them less noticeable using a method such as graying them out, but they are not marked with an X. These display styles correspond to the expressions in the tables of Figures 21 and 22.

[0096] 21 and 22, that is, assuming that each character 11 is a target, the player can determine which characters 11 have already been ruled out as being the killer, and narrow down the target and killer by determining that the combination of the target and killer exists in any of the parts left as highlighted areas in each character string 135. The relationships left as highlighted areas in the second information section 132 match the relationships revealed in the text displayed in the dialogue section 134 of the first information section 131.

[0097] The information provision screen 130 shown above is displayed as at least a part of the information provided by the support character 133 in the information provision opportunity exemplified in FIG. 9 . However, in addition to providing information, the information provision screen 130 may be displayed at an appropriate time, such as at a request of the player on the first side, so that the player can refer to the information provision screen 130 as needed. When the information provision opportunity occurs at an appropriate time, such as at a request of the player on the first side, rather than at the time shown in FIG. 9 , the information provision screen 130 may be displayed to show a determination of the positional relationship of the support character 133 at that time, facts derived from the determination result, and facts that have been determined up to that point. Furthermore, the information provision screen 130 may be made available for reference again at an appropriate time thereafter.

[0098] FIG. 25 shows an example of an information provision screen 140 that is displayed when a support character provides the player with facts derived from a kill check that have occurred. The information provision screen 140 is similar to the first information section 131 in the information provision screen 130 in that it includes an image of the support character 133 and a dialogue section 141. However, the dialogue section 141 displays information describing the facts derived from the kill check in a sentence format. For example, in the example described in the explanation of the kill check, i.e., when "Ellery" and "Agatha" are located in the same area, "Agatha" is carrying a murder weapon, and no other characters who are not "dying" are in the same room as "Ellery" and "Agatha," and no murder occurs, a sentence such as "Agatha has no intent to kill Ellery" may be displayed in the dialogue section 141 to inform the player that it has been determined that "Ellery" is the target and "Agatha" is not the killer (corresponding to the gray area in FIG. 22).

[0099] Unlike the information provision opportunities shown in FIG. 9, kill checks can occur during the action phase of each turn. Therefore, it is desirable that the information provision screen 140 corresponding to a kill check be displayed during the action phase in which the kill check occurs. However, as with the information provision screen 130, the information provision screen 140 that has already been displayed may be made available for revisiting at a time, such as upon request from the player. Furthermore, facts derived from a kill check can also be reflected on the information provision screen 130 shown in FIG. 23, thereby being considered as part of the information provided during information provision opportunities. Furthermore, the display of the relevance of the target and killer in the identification unit 120 of the character information unit 105 shown in FIG. 15 corresponds to one form of information provision in a game, in that it conveys a type of information that can serve as a clue for narrowing down the target and killer.

[0100] The information provision screen 130 indicates whether another character is likely to be the killer when all characters are tentative targets. However, the display does not necessarily have to cover all characters. For example, the player on the first side may designate a tentative target, and the information provision screen 130 may display only whether the designated tentative target has the potential to become the killer. In this case, the support character determination may cover all characters, or may determine only whether a killer is present within three areas based on the character designated as the tentative target. Such a measure may be advantageous for the player on the first side when the player on the first side has narrowed down the targets and killers to a certain extent and wants to check whether a suspicious combination is likely to be the target and killer, or when there are many characters on the field and displaying the information provision screen 130 for all characters would result in too much information and cause confusion in narrowing down the options.

[0101] As illustrated in FIG. 9 , multiple information provision opportunities may occur in a single game. In this case, because the positional relationships of each character in the field and the presence or absence of abnormal status differ between information provision opportunities, a relationship that was not denied as a possible target-killer combination in the previous information provision opportunity (relationships indicated by blank spaces in FIGS. 21 and 22 ) may be denied as a possible target-killer combination in the current information provision opportunity, thereby providing new information that can serve as a clue to narrowing down the target and killer. On the other hand, a relationship that was denied as a possible target-killer combination in the previous information provision opportunity (relationships indicated by crosses in FIGS. 21 and 22 ) may not be denied as a possible target-killer combination in the current information provision opportunity. For this reason, if only facts obtained independently at each information provision opportunity are displayed on the information provision screen 130, the player may forget previously obtained facts, i.e., facts that were denied as a possible target-killer combination. To avoid such inconvenience, it is desirable to generate the information provision screen 130 so that newly obtained facts at the current information provision opportunity are added to the facts obtained up to the previous time. However, the information provision screen 130 shows the facts obtained at each information provision opportunity, and facts obtained before the previous time may be made available for reference separately as past information provision screens 130, or may be left to the player's memory.

[0102] From the viewpoint of supporting the narrowing down of the target and killer, the information provided by the information providing screens 130 and 140 should be provided to at least the players on the first side. For the players on the second side, both the target and the killer are already known, so it is not necessarily necessary to display the information providing screens 130 and 140. On the other hand, at least a portion of the information providing screens 130 and 140 may also be displayed to the players on the second side. The information obtained from the information providing screens 130 and 140 can be used by the players on the second side as a clue to the progress of the first side's narrowing down of the target and killer. Therefore, the players on the second side can consider the actions of the killer and normal characters, taking into account the degree of narrowing down by the first side, which enhances the strategic and entertaining aspects of the game for the second side as well.

[0103] The information provided through the information screens 130 and 140, excluding the determination of the positional relationship of support characters (i.e., the determination of whether a character is "present" or "absent"), is a fact determined in relation to the character's actions or a fact definitively derived by comparing known facts, and can be grasped by the player without being provided through the information screens 130 and 140. However, while a fact determined from a single event, such as a character acting in accordance with instructions from the second side, can relatively easily and clearly indicate that the character is off-target, as multiple facts accumulate, the difficulty of synthesizing these facts to derive a new fact gradually increases, which may ultimately diminish the enjoyment of the game. By providing information appropriately through the information screens 130 and 140, it is possible to appropriately adjust the difficulty of the game and maintain the enjoyment of the game. It should be noted that as the player becomes more proficient in the game, the player may acquire the skill to accurately narrow down the target and killer, even if at least a portion of the information provided by the information provision screens 130 and 140 is omitted, and the difficulty of the game may accordingly be relatively lowered. Therefore, the level of information provision, for example, the number of information provision opportunities, the range of characters to which information is provided in each information provision opportunity, etc., may be changed as appropriate according to the difficulty setting of the game, the wishes of the player, etc.

[0104] 14. Exceptions to Turn Progression As mentioned above, the outcome of the game depends on whether a killer occurs, and whether the first side succeeds in identifying the killer when a killer does not occur. Therefore, if a situation arises in which the first side is able to uniquely identify the killer, the subsequent progress of the game may be different from progress when the killer is unknown. For example, if the first side can identify the killer character, they can prevent a killer from occurring by having the characters act in such a way that there are no other characters in the same area as the killer character, or that there are characters other than those in the "dying" state in the same room as the killer character, which significantly reduces the difficulty of the game.

[0105] At the start of the game, the first-side player is not informed of which character is the killer. However, depending on the game's progress, the killer character may be uniquely identified. For example, if a "raid" occurs, the killer is identified. Alternatively, if five of the six characters prioritize actions from the second-side player, or if they move through three consecutive areas over two turns, the remaining character is confirmed as the target. Then, as the number of combinations that negate the possibility of a target-killer correspondence increases based on the support character's positional relationship determination, the facts derived from that determination, or the facts derived from the kill check, the possibilities for a target-killer correspondence are eventually narrowed down, and by comparing these with facts that are known to be outside the target, the killer may be logically uniquely identified.

[0106] Therefore, if a situation occurs in which the killer is identified, the next turn is set as a one-time special turn as an exception to the turn structure shown in FIG. 9. For example, if such a situation occurs on a turn before turn 10, any of the remaining turns may be set as a special turn, regardless of the turn number at that point. If such a situation occurs on turn 10, turn 11 may be added as an exception and set as a special turn. Such a special turn provides the second side with a one-time opportunity to issue final instructions for action toward the murder. The player on the first side can simply have other characters act in a way that prevents the murder conditions from being met against the identified killer.

[0107] 15. Finalization of play results The time when the outcome of a game is determined varies depending on whether or not a murder has occurred. If a murder occurs before the end of the final turn, the game ends on the turn in which it occurred, and the outcome is determined as a victory for the player on the second side and a defeat for the player on the first side. In this case, even if there are multiple players on the first side, a unified defeat is determined for all players. Note that the final turn is turn 10 in Figure 9, but if an "attack" occurs as mentioned above, a special turn will be the final turn.

[0108] On the other hand, if no kills occur by the end of the final turn, the game proceeds to the deduction phase shown in Figure 9. In the deduction phase, the player on the first side is given the opportunity to designate one of the six characters they determine to be the killer. This opportunity is realized, for example, by displaying a list of the six characters on the screen and allowing the player to select the one they determine to be the killer. If there are multiple players on the first side, each player is given the opportunity to designate the killer individually. If the first player correctly designates the killer, the play result is determined as a victory over the player on the second side. If the first player incorrectly designates the killer, the play result is determined as a draw against the player on the second side. If there are multiple players on the first side, the play result is determined for each player on the first side. Therefore, there may be a mixture of players who win and players who draw within the first side. If there are multiple players on the second side, the play results of those players are determined together for each player on the first side. If an "attack" occurs and no killing occurs in the final turn, the killer character will be identified on the first side as described above. In this case, the first side player may be required to designate the killer in the deduction phase, but the deduction phase may be omitted and the play result may be determined as the victory of all players on the first side at the end of the final turn.

[0109] Next, the control system and processing of the user device 3 for realizing the above-described game will be described with reference to FIGS. 1. Control system configuration FIG. 26 shows a schematic configuration of a control system in the user device 3 for realizing the above-described game. The user device 3 is provided with a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer including a CPU and internal storage devices required for its operation, such as cache memory, RAM, and frame memory. The storage unit 31 is a storage device that uses a non-volatile storage medium such as a magnetic storage medium or flash memory and functions as an external storage device for the control unit 30. Connected to the control unit 30 are an input device 32 that detects user operations and outputs operation signals corresponding to the detection results, and a display device 33 that displays game screens, etc. In addition, the control unit 30 is also connected to a speaker unit for outputting sound, a communication control unit for controlling communication with the game server 2, etc., and the like, but these are not shown in the figure.

[0110] The storage unit 31 stores a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program that works with an operating system that controls the basic operations of the control unit 30 to cause the control unit 30 to execute the calculation processes and operation controls required for the game. The game program Pg contains various information necessary for controlling the game described above, such as the turn structure, the conditions under which a kill occurs, and the setting of restrictions according to the command relationships between the player's side and the character types.

[0111] The game data Dg is data that should be referenced as appropriate in controlling the game. As an example, the game data Dg includes field data Dg1 that describes the configuration of various fields. The play data Dp is data for each user that is associated with the play of the game by the user of the user device 3. For example, information such as the user's play history and status is described in the play data Dp.

[0112] The above-described program Pg and game data Dg are appropriately distributed from the game server 2 to the user device 3 and stored in the storage unit 31. The play data Dp is appropriately updated in accordance with the game being played on the user device 3, and is stored in the game server 2 at appropriate times in association with the user's identification information. Furthermore, when a user is authenticated by the game server 2 when playing a game, the play data Dp corresponding to that user is provided from the game server 2 to the user device 3 and stored in the storage unit 31.

[0113] The control unit 30 is provided with a game control unit 35 as a result of the control unit 30 executing the game program Pg. The game control unit 35 is a logical device realized by the cooperation of the computer hardware of the control unit 30 and the game program Pg as software. The game control unit 35 executes various processes necessary to progress the above-described game according to a predetermined procedure, such as setting the basic state of the battle, controlling the character's behavior in response to instructions from the player, determining whether the kill occurrence conditions are met, and generating information to be provided by the support character. The game control unit 35 generates status data Ds for determining the progress of the game, stores this in the internal storage device of the control unit 30, and appropriately updates the status data Ds as the game progresses. The status data Ds includes various information, such as the position of each character 11 on the field 10 in FIG. 2, the status of each character 11 (including the presence or absence of an abnormal status), and information indicating facts revealed as the game progresses (the additional information and reference information described above).

[0114] 2. Control system processing Next, various processes executed by the game control unit 35 to play the above-described game will be described with reference to FIGS. 27 to 33. The following processes are an example in which restrictions are set on the control of character behavior according to the example in FIG. 13. The computer that controls the game is not necessarily limited to the control unit 30 of the user device 3. At least some of the processes may be executed by the game server 2, or may be appropriately shared among the user devices 3 of multiple players participating in the same game, or may be executed by any other appropriate computer. In the following, an example in which the user devices 3 of players participating in the same game exchange operation information with each other and control the game in parallel with each other will be described.

[0115] (1) Processing before the start of a turn FIG. 27 shows an example of the procedure of the game control process executed by the game control unit 35 to control the overall progress of the game. When game processing starts according to the game program Pg, the game control unit 35 executes processes such as predetermined environment setting and user authentication, and then enters a state where it is ready to accept game play. When a user (player) of the user device 3 issues an instruction to start playing the game, the game control unit 35 starts the game control process of FIG. 27. In the game control process, the game control unit 35 first prompts the player to select whether to play on the first side or the second side (step S101). The player's preferences regarding options such as the game difficulty level and the desired field to play on may also be acquired. However, the game control unit 35 may independently decide which side to play on without prompting the player to select, or may decide independently while taking the player's selection into consideration.

[0116] Next, the game control unit 35 requests matching from the game server 2 and obtains the matching result (step S102). Matching may be performed in the same manner as in a general game. Upon receiving the matching result, the game control unit 35 establishes communication with the user devices 3 of all players participating in the same play, enabling information sharing between the user devices 3. Note that communication between the user devices 3 may be via the game server 2, or may be direct communication without going through the game server 2. Note that depending on the number of matched players, a virtual player may be generated on one of the user devices 3 of the players participating in the same game, and its operation information may be generated on the same user device 3 and notified to the other user devices 3. If a real user of a user device 3 does not wish to play against a real user of another user device 3, the user device 3 may generate a virtual player as an opponent instead of the matching process of step S102.

[0117] Next, the game control unit 35 sets characters to play the roles of target and killer in this game (step S103). The target and killer characters should be determined uniformly among players participating in the same game. Therefore, when a game is played between multiple user devices 3, the game control unit 35 of any one of the user devices 3 may determine the target and killer, and notify the other user devices 3 of that information.

[0118] Once the target and killer have been set, the game control unit 35 notifies the player on the second side of the characters set as the target and killer (step S104). However, if the side selected by the player operating the user device 3 in step S101 is the first side, the processing of step S104 is omitted. Thereafter, the game control unit 35 designates 1 as the current turn number (step S105). Next, the game control unit 35 sequentially executes processing of the command phase and processing of the action phase in the current turn (steps S106 and S107), and when processing of the action phase is completed, the process proceeds to the processing of FIG. 28. FIG. 28 shows processing for the result of the action phase in one turn. Below, prior to the processing of FIG. 28, the processing of the command phase and the action phase will be described in order.

[0119] (2) Command Phase Processing FIG. 29 shows an example of the procedure for command phase processing, which is executed as a subroutine process of step S106 in FIG. 27. The command phase processing is a process for obtaining instructions for character actions from each player. When the command phase processing starts, the game control unit 35 first updates the display of the position, status, etc. of the character 11 in accordance with the information recorded in the status data Ds (FIG. 26) (step S201). In this process, the order of the characters 11 in the character information unit 105 (FIGS. 11 and 15) is also updated in accordance with the action order for the current turn.

[0120] Next, the game control unit 35 starts timing the time limit for the command phase (step S202), and then determines whether the command phase has ended (step S203). In this process, if the time limit has elapsed or if all players have operated the instruction end button 107 (FIG. 4), it is determined that the command phase has ended; otherwise, it is determined that the command phase has not ended.

[0121] If it is determined that the command phase has not ended, the game control unit 35 determines whether the player of the player's machine has operated the command end button 107 to issue a command to end the command (step S204). If the command to end the command has not been issued, the game control unit 35 determines whether the number of characters to which the player of the player has instructed the player to act is within the upper limit (step S205). If the number is within the upper limit, the game control unit 35 selects a character to be instructed to act (step S206). However, if the player is on the second side, the selection range is limited so that the target character cannot be selected. No such restriction is imposed on the player on the first side. Therefore, the player on the second side cannot instruct the target character to act, while the player on the first side can act the target character. Next, the game control unit 35 displays the area within which the character selected by the player can move, as shown in FIG. 6, for example (step S207). Note that, for characters whose movement range is limited due to an abnormal status such as "fatigue," "hunger," or "near death," the range displayed corresponds to that limit.

[0122] Next, the game control unit 35 has the player specify an area to move to (step S208). The same area may be specified as the destination, that is, the player may be allowed to choose not to move. Furthermore, the game control unit 35 determines whether an additional action is possible for the character selected by the player as the target of the instruction (step S209), and if possible, has the player specify an action and acquires it (step S210). For example, as shown in FIG. 7, a menu 111 may be displayed to allow the player to specify an additional action such as exploration. After the processing of step S210, the processing returns to step S203, and the processing of step S204 and subsequent steps is repeated until it is determined that the command phase has ended.

[0123] If it is determined in step S204 that an instruction to end the game has been issued, the game control unit 35 skips the processing from step S205 onward and returns to step S203. When an instruction to end the game has been issued, the game control unit 35 also notifies the user devices 3 of the other players participating in the same game of that fact. This is because it is necessary for the processing of step S203 in the other user devices 3. If it is determined in step S205 that the number of characters has reached the upper limit, the game control unit 35 notifies the player that the number of characters that can be instructed has reached the upper limit (step S221). Next, the game control unit 35 gives the player an opportunity to cancel the instruction to one of the characters and become able to instruct another character (step S222), and then returns to step S203.

[0124] If it is determined in step S203 that the command phase has ended, the game control unit 35 exchanges information about instructions given by each player with the game control units 35 of other user devices 3, thereby acquiring instructions given by all players in this command phase (step S231). The game control unit 35 then ends the processing of the command phase. Note that player instructions may be shared between user devices 3 at any time during the processing of FIG. 29. For example, when instructions are shared between players on the same side during the command phase, information may be exchanged between the user devices 3 each time an instruction is given by each player.

[0125] (3) Action Phase Processing 30 to 32 show an example of the procedure for action phase processing executed as a subroutine process of step S107 in FIG. 27. The action phase processing is a process for calculating character actions and the like based on character instructions from each player acquired in the command phase, and displaying the game progress on the game screen 100 in accordance with the calculation results. FIGS. 30 and 31 mainly show the procedure for calculation processing by the game control unit 35, and FIG. 32 mainly shows the procedure for reflecting the processing results on the game screen 100. The processing from FIG. 30 onwards may be started immediately as internal processing of the game control unit 35 after the processing of FIG. 29 is completed. A game image in the action phase is shown to the player by the processing of FIG. 32.

[0126] When the processing of the action phase in FIG. 30 starts, the game control unit 35 first determines whether or not the player on the second side has instructed "attack" (step S301), and if so, sets the attack flag to 1 (step S302). Next, the game control unit 35 changes the action order stored in the status data Ds so that the character instructed to "attack" (i.e., the killer) is last (step S303). Thereafter, the game control unit 35 proceeds to step S304. If a negative determination is made in step S301, the game control unit 35 skips steps S302 and S303 and proceeds to step S304.

[0127] In step S304, the game control unit 35 determines whether or not there are overlapping instructions from multiple players to the same character. If there are overlapping instructions, the game control unit 35 determines whether or not the overlap occurs between the first side and the second side (step S305). If there are overlapping instructions between the first side and the second side, the game control unit 35 selects the instruction from the second side as the instruction that should be prioritized (step S306). Subsequently, the game control unit 35 records in the status data Ds that the character for which an instruction from the second side was selected in step S306 is the character with priority action in the current turn (step S307).

[0128] On the other hand, if the overlap is not between the first side and the second side in step S305, i.e., if the overlap is within the same side, the game control unit 35 selects one of the overlapping instructions (step S308). If one instruction is selected in step S307 or S308, or if there is no overlap in step S304, the game control unit 35 proceeds to step S309 to determine an instruction to be given to a non-commanded character, i.e., a character to which no instruction has been given from either the first side or the second side. The instruction from the virtual player has already been generated in the command phase processing of FIG. 29, and the instruction in step S309 is for the computer to automatically operate the non-commanded character. Note that if there is no non-commanded character or if the non-commanded character is not to act, the processing of step S309 may be skipped.

[0129] The action instructions for each character are determined by the processing up to step S309. Thereafter, the game control unit 35 calculates the action of each character so that the determined instructions are reflected (step S310). The calculation order is performed according to the action order stored in the status data Ds. When the action calculation is completed, the game control unit 35 records the calculation result in the status data Ds (step S311), and then proceeds to the processing of FIG. 31. Note that the calculation result recorded in step S311 describes the action of each character and describes the state of the field and the character at the time the action is completed. The calculation in step S310 also determines the state that occurs as a result of the character's action, for example, the presence or absence of an abnormal state such as "fatigue."

[0130] 31, the game control unit 35 determines whether the kill occurrence condition is met at the end of the current action phase according to the calculation result recorded in the status data Ds (step S321), and sets the kill flag to 1 (step S322). On the other hand, if the kill occurrence condition is not met in step S321, the game control unit 35 determines whether a kill check has occurred based on the calculation result stored in the status data Ds (step S323), and if so, sets the kill check flag to 1 (step S324). If the flag is set in step S322 or step S324, or if a negative determination is made in step S323, the game control unit 35 proceeds to step S325, and records information indicating the facts discovered in the current action phase in the status data Ds (step S325). The facts that are identified include, for example, the fact that the character for whom the second side's instructions were prioritized in step S306 is not the target, the fact that the character who moved three areas in two consecutive turns is not the target, or, if it is determined that a kill check has occurred in step S323, the above-mentioned facts that are derived from the kill check, i.e., the relationship between characters that negates the possibility of them being the target and the killer.

[0131] Next, the game control unit 35 determines whether the game has progressed to a state where the killer can be identified based on the information already recorded in the status data Ds (including the information recorded in step S325) (step S326). The information referenced here includes facts derived from the results of the positional relationship determination by the support characters, as described below, and character combinations for which the relationship between the target and the killer is denied in association with the determination results. As described above, as these facts accumulate, the character combinations corresponding to the relationship between the target and the killer are gradually narrowed down, and as a result, the killer may be uniquely identified. Alternatively, the killer may be uniquely identified when an "attack" occurs. In step S326, it is determined whether such a state has occurred. If a positive determination is made in step S326, the game control unit 35 sets the killer identification flag to 1 (step S327) and then proceeds to the processing of FIG. 32. The killer identification flag is a flag for determining whether the killer has been uniquely identified. If a negative determination is made in step S326, step S327 is skipped.

[0132] 32, the game control unit 35 determines whether the attack flag is set to 1 (step S341). If set, the game control unit 35 updates the action order (arrangement) of the characters 11 in the character information unit 105 in FIGS. 11 and 15 to match the latest action order stored in the status data Ds (step S342). As a result, the killer character 11 instructed to perform the "attack" action moves to the right end, indicating to the player that the character is the killer. If the action order display has been updated in step S342, or if a negative determination is made in step S341, the game control unit 35 assigns 1 to the action order of the character whose action is to be displayed (step S343), and determines whether the character to be displayed is a priority action character whose action is prioritized by instructions from the second side (step S344). If the character to be displayed is the character recorded in step S307 of FIG. 30, a positive determination is made in step S344.

[0133] If it is determined in step S344 that the character is not the priority character, the game control unit 35 displays the character to be displayed acting in accordance with the calculation result for the current turn (the action recorded in the status data Ds) (step S345). This action may be displayed as a normal action to distinguish it from an action in which the instruction from the second side takes priority. On the other hand, if a positive determination is made in step S344, the game control unit 35 displays the character to be displayed acting in accordance with the calculation result for the current turn in a manner that makes it clear that the action is a priority action in which the instruction from the second side takes priority (step S346). In other words, unlike the display of the action in step S345, the character's action is displayed in a manner that makes it clear that the action is a result of the instruction from the second side being selected with priority in step S306 of FIG. 30. This display allows the player on the first side to know that the character to be displayed is out of the target. Thereafter, the game control unit 35 updates the display of the first identification unit 120a of the identification unit 120 in FIG. 15 so that it can be seen that the character that took the priority action has been determined to be out of the target (step S347). FIG. 15 shows an example of a display when "Agatha" is outside the target.

[0134] After processing step S345 or S347, the game control unit 35 determines whether or not the display of the actions of all characters has been completed (step S348). If not, the game control unit 35 adds 1 to the action order (step S349), and then returns to the processing of step S344. By repeating the processing of steps S344 to S349, the behavior of each character is displayed according to the action order. If "attack" is instructed, the action of "attack" is displayed last.

[0135] If step S348 is judged as YES, the game control unit 35 determines whether the kill check flag is set to 1 (step S350). If it is set, the game control unit 35 displays the facts determined from this kill check, for example, in the format shown in FIG. 25 (step S351). This allows the player on the first side to clearly understand the character combinations that do not correspond to the target / killer relationship based on the kill check. Note that when the process of step S351 is performed, the kill check flag is reset in preparation for the next turn. When the process of step S351 ends or when a negative judgment is made in step S350, the action phase process of FIGS. 30 to 32 ends, and the game control unit 35 proceeds to step S111 of FIG. 28.

[0136] (4) Processing after the action phase Step S111 and subsequent steps are processes for ending a turn and progressing the game according to the results of each character's actions in one turn. In step S111, the game control unit 35 determines whether the kill flag is set to 1 (step S111). If the kill occurrence condition is met in the action phase processing of the current turn, the kill flag is set to 1, and if not met, the kill flag is not set (steps S321 and S322 in FIG. 31). If the flag is not set, the game control unit 35 determines whether an opportunity to provide information has arrived (step S112). For example, in the example of FIG. 9, if the current turn is "night," it is determined that an opportunity to provide information has arrived. If an opportunity to provide information has arrived, the game control unit 35 executes information provision processing by a support character (step S113). When the processing of step S113 ends, the game control unit 35 proceeds to step S114. If a negative determination is made in step S112, step S113 is skipped and the processing proceeds to step S114.

[0137] In step S114, the game control unit 35 determines whether the killer identification flag is set to 1. The killer identification flag is set, for example, in step S327 of FIG. 31, but it may also be set in the information provision process of step S113. This point will be described later. If the determination in step S114 is negative, the game control unit 35 determines whether the current turn is turn 10 (the 10th turn), which is set as the final turn (step S115). If it is not turn 10, the game control unit 35 adds 1 to the turn number (step S116) and determines whether the turn after the addition is the morning turn of any of the second to fourth days (step S117). If it is the morning turn, the game control unit 35 determines that it is mealtime, updates the status of each character depending on whether each character has food, and records the updated status in the status data Ds (step S118). This may result in a character being in an abnormal status such as "hunger" or "dying." After the process of step S118, or after a negative decision is made in step S117, the game control unit 35 returns to step S106 in Fig. 27. This starts the next turn.

[0138] On the other hand, if it is determined in step S115 that it is turn 10, the game control unit 35 determines that the game has progressed to turn 10 without the killer being identified, and executes the process of the inference phase (step S121). This process is a process in which, as described above, six characters are presented to the player on the first side, the player is asked to designate which character they have determined to be the killer, and the play result is determined as either a win for the player on the first side or a draw depending on whether the designation is correct or incorrect. If the player of the player's machine is on the second side, that player is not given an opportunity to designate. In this case, the player on the second side may be shown the way the player on the first side is designating the character.

[0139] On the other hand, if the killer identification flag is set to 1 in step S114, the game control unit 35 determines whether the current turn is a special turn (step S131). A special turn is a turn given as a one-time final opportunity following a turn in which a situation occurs in which the killer can be uniquely identified. If the current turn is not a special turn, that is, if the killer can be identified on the current turn, the game control unit 35 sets the next turn as a special turn (step S132), and then returns to step S107 of FIG. 27. On the other hand, if a positive determination is made in step S131, that is, if the current turn is a special turn, the game control unit 35 determines that the killer occurrence condition was not met on the special turn (step S111 has already been determined to be negative), and determines the play result as a victory for the player on the first side (step S133).

[0140] If the kill flag is set to 1 in step S111, the game control unit 35 determines that a kill has occurred and displays a predetermined video depicting the killer killing the target (step S141). Subsequently, the game control unit 35 determines the play result as a victory for the player on the second side (step S142). Once the play result is determined in step S121, S133, or S142, the game control unit 35 proceeds to step S151 and executes a certain process to end the game. For example, this may be processing similar to the end process in various games, such as displaying the play result and updating the play data Dp of each player according to the play result. When the process of step S151 is completed, the game control process ends.

[0141] (5) Processing of information provision opportunities FIG. 33 shows an example of the procedure of the information provision process executed as a subroutine process of step S113 in FIG. 28. When the information provision process starts, the game control unit 35 acquires the status of the field and characters recorded in the status data Ds (step S401). In this case, at least the position of each character on the field is acquired. Next, the game control unit 35 determines whether the target character and the killer character are located within a distance range that serves as a reference for determining the positional relationship, for example, within three areas (step S402). Furthermore, the game control unit 35 acquires facts that have already been determined in previous turns from the status data Ds (step S403). For example, facts that were recorded in step S325 in FIG. 31 and updated in the process of FIG. 33 before the previous turn are acquired.

[0142] Thereafter, the game control unit 35 combines the determination result of step S402 and the facts acquired in step S403 to update the facts derived regarding the possibility of the relationship between target and killer (step S404). This process, as illustrated in FIG. 22, determines whether another character could be the killer, assuming that each character is the target, based on the determination result of step S402, and combines facts that have already been determined to be characters that are not targets and facts derived from the kill check to determine the possibility of the relationship between target and killer. This corresponds to the process of deriving the correspondence illustrated in FIG. 22. Data corresponding to the correspondence table of FIG. 22 is recorded in the status data Ds, and the data can be updated to reflect the newly determined facts each time a fact occurs that indicates that the character is not a target or a fact that denies the possibility of the relationship between target and killer.

[0143] Next, the game control unit 35 determines whether the situation allows the killer to be uniquely identified (step S405), and if so, sets the killer identification flag to 1 (step S406). If the situation does not allow the killer to be uniquely identified, step S406 is skipped. These processes are similar to steps S325 and S326 in FIG. 31, but address the possibility that a new case in which the killer can be identified may arise as a result of the determination of the positional relationship in step S402. That is, the new determination result in step S402 may result in a combination of characters that is newly denied as being in a relationship between the target and the killer. As a result of this denial, the number of combinations that still have the possibility of being the target and the killer is narrowed down, and the killer may be identified. Steps S405 and S406 are processes for reflecting such a state in the killer identification flag.

[0144] After the process of step S406 is completed or a negative decision is made in step S405, the game control unit 35 displays the determination result of step S402 in this information provision process and the facts determined from the determination result to at least the player on the first side (step S407). This display may be made using, for example, the first information section 131 and the second information section 132 of the information provision screen 130 shown in Fig. 23. When the display in step S407 ends, the game control unit 35 ends the information provision process of Fig. 33 and proceeds to step S114 of Fig. 28.

[0145] In the above-described embodiment, the game control unit 35 functions as an example of a game setting means by executing the processing of steps S101 to S104 in FIG. 27, functions as an example of a behavior control means by executing the command phase processing of FIG. 29 and the action phase processing of FIGS. 30 to 32, functions as an example of an event control means by executing the processing of steps S321 and S322 in FIG. 31 and the processing of step S141 in FIG. 28, functions as an example of a priority notification means by executing the processing of step S345 in FIG. 32, and functions as an example of a specific behavior information providing means by executing the processing of S303 in FIG. 3.

[0146] The present invention is not limited to the above-described embodiment and may be embodied in various modified or altered forms. For example, in the above embodiment, target characters are classified as a first type, and killer and normal characters are classified as a second type. However, this classification may be changed as appropriate. Killer characters may also be classified as a first type, and target and normal characters may be classified as a second type. In this case, the restriction setting according to the instruction relationship between the character type and the player's side can be, for example, the relationship shown in FIG. 34 instead of the relationship shown in FIG. 13 or 14. In the example of FIG. 34, the first side is subject to a restriction that allows the first type killer to act as long as it does not overlap with instructions from the second side, and the second side has the authority to prioritize the killer's actions. On the other hand, the first side and the second side are given equal authority to act for the second type target and normal characters. In this example, when the first side attempts to act as a killer, restrictions are imposed compared to other cases, and the killer can be narrowed down based on this difference. In the example of FIG. 34, the result of the play may be determined by whether or not the first side can identify the target, in contrast to the above embodiment, and the provision of information by the support character can be realized by a similar mechanism.

[0147] In the above embodiment, the killer killing the target is set as an event, but the content of the event may be changed as appropriate, and the role assigned to a character may also be changed as appropriate depending on the content of the event. Furthermore, while a target with a specific role needs to be set in the basic state, the role of killer does not necessarily need to be fixed to one character in the basic state. For example, roles may be dynamically assigned within the second type of characters depending on the progress of the game. In other words, as long as the first side player includes an element that gradually narrows down the first type of characters to which specific roles are assigned as the game progresses, further roles other than the target may be changed as appropriate.

[0148] The event occurrence condition only needs to be set in association with the behavior of a character assigned at least a specific role, and does not necessarily have to be set in association with the behavior of a character assigned another role, such as the killer or normal role described above. Furthermore, it is not essential that a role other than the specific role be set. On the other hand, characters assigned roles other than the killer and normal roles described above may be included in the second type of characters.

[0149] The game play result is not limited to the example in which it is determined in response to whether or not an event occurs and whether or not a character assigned a further role within the second type is identified. For example, the game play result may be distinguished depending on whether or not a character of the first type is identified. Furthermore, the game play result does not necessarily have to be determined as the final result of a single game. For example, a game can be divided into multiple stages or the like, and the play result for one division can be determined as described above.

[0150] If the first side can determine whether a character is of the first type or the second type by differentiating the control of its actions, it is not necessarily necessary to provide an opportunity to provide information. The provision of information indicating the above-mentioned positional relationship determination and facts derived from the determination results may be omitted as appropriate. However, for the convenience of the player, some information may be provided to reduce or eliminate the possibility that the player will overlook or forget about a character that is determined not to be of the first type.

[0151] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0152] A computer program (Pg) according to one aspect of the present invention is a computer program for a game that causes a computer (30) to function so as to provide a game in which a group of characters, including a character (11T) of a first type (C1) to which a specific role is assigned and a plurality of characters (11K, 11N) of a second type to which the specific role is not assigned, act within a field (10), and the computer is divided into a first side (S1) in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the character of the first type is not established, and a second side (S2) in which a plurality of players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the first side is not informed of which character each of the first and second types of characters is, and the second side is informed of which character each of the first and second types of characters is set as a basic state in which the game is played. and an event control means (35, S321, S322, S141) for generating an event corresponding to the role of the first type character when the event occurrence condition is established. The action control means is configured to function as a group setting means (35, S101 to S104), an action control means (35, S201 to S231, S301 to S351) for obtaining instructions given from the players of the first side and the second side and controlling the action of each character of the character group based on the obtained instructions, and an event control means (35, S321, S322, S141) for generating an event corresponding to the role of the first type character when the event occurrence condition is established. The action control means, in relation to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type characters to make them act, and the possibility of giving the instructions from the second side to the second type characters to make them act, while differentiating and executing control of the actions according to the instruction relationship between the type of the character and the side of the player so that the first side can obtain a clue to determine whether or not the character corresponds to the first type.

[0153] A game system (1) according to one aspect of the present invention is a game system including a computer (30) that functions to provide a game in which a group of characters, including a character (11T) of a first type (C1) that is assigned a specific role and a plurality of characters (11K, 11N) of a second type that is not assigned the specific role, act within a field (10), and the computer is divided into a first side (S1) in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the character of the first type is not established, and a second side (S2) in which a plurality of players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the game is played in a state in which the first side is not informed of which character each of the first and second types is, and the second side is informed of which character each of the first and second types is established, as a basic state. The system functions as a setting means (35, S101 to S104), an action control means (35, S201 to S231, S301 to S351) for acquiring instructions given from the players of the first side and the second side and controlling the action of each character of the character group based on the obtained instructions, and an event control means (35, S321, S322, S141) for generating an event corresponding to the role of the first type of character when the event generation condition is established, and the action control means, with regard to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type of character to make them act, and the possibility of giving the instructions from the second side to the second type of character to make them act, while differentiating and executing the control of the actions according to the instruction relationship between the type of character and the side of the player so that the first side can obtain a clue to determine whether or not the character corresponds to the first type.

[0154] A control method for a game system according to one aspect of the present invention is a control method for a game system (1) that causes a computer (30) to function so as to provide a game in which a group of characters, including a character (11T) of a first type (C1) to which a specific role is assigned and a plurality of characters (11K, 11N) of a second type to which the specific role is not assigned, act within a field (10), and the computer is divided into a first side (S1) in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the character of the first type is not established, and a second side (S2) in which a plurality of players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the first side is not informed of which character each of the first type and the second type is, and the second side is informed of which character each of the first type and the second type is established, and the game is played in a state that is set as a basic state. and an action control means (35, S201-S231, S301-S351) for acquiring instructions given from the players of the first side and the second side and controlling the action of each character of the character group based on the obtained instructions. The action control means functions as: a game setting means (35, S101-S104) for acquiring instructions given from the players of the first side and the second side and controlling the action of each character of the character group based on the obtained instructions; an event control means (35, S321, S322, S141) for generating an event corresponding to the role of the first type character when the event generation condition is established; and the action control means ensures, with regard to the control of the action of the character, the possibility of giving the instructions from the first side to each of the first type and the second type characters to make them act, and the possibility of giving the instructions from the second side to the second type character to make them act, while differentiating and executing the control of the action according to the instruction relationship between the type of the character and the side of the player so that the first side can obtain a clue to determine whether or not the character corresponds to the first type.

[0155] According to the above aspect, character actions are controlled in a differentiated manner depending on the command relationship between the character type and the player's side. Therefore, a difference occurs depending on the character type between when a player on the first side controls a character and when a player on the second side controls a character. Through such a difference, it is possible to provide the player on the first side with a clue to determine whether the character is of the first type or the second type. This allows a mechanism to be introduced into the game that narrows down characters with specific roles through the character's actions, without relying on predetermined means such as a scenario.

[0156] In the above aspect, the action control means may differentiate the control of the action so that a predetermined restriction is imposed when the type of the character and the side of the player are in a predetermined command relationship, and the restriction is not imposed in other command relationships. This allows the player on the first side to be given a clue as to the type of character based on whether or not a restriction is applied.

[0157] The behavior control means may also impose the restriction on the command relationship between the first type of character and the second side. In this case, since the second side is restricted in terms of the actions of the first type of character, the player on the first side has an advantage over the second side in controlling the actions of the first type of character. Whether or not this advantage appears can provide the player on the first side with a clue as to whether the character is of the first type or the second type.

[0158] Furthermore, the action control means may impose the restriction so that the first type of character cannot be made to act from the second side. In this case, the first type of character cannot act in response to instructions from the second side. Therefore, the first type of character can be made to act on the first side without being hindered by the second side. This provides the player on the first side with a useful clue as to whether the character is of the first type or the second type.

[0159] The behavior control means may apply the restriction to the command relationship between the second type character and the first side by, when commands from the first side and the second side overlap for the same second type character, giving priority to the command from the second side and causing the character to act. In this case, even if the first side commands the second type character to act, the character does not act according to the command from the first side if the command overlaps with an command from the second side. When such an action that does not match the command occurs, the first side can determine that the character that gave the command is of the second type.

[0160] The computer may further function as a priority notification means (35, S345) for notifying the first side that the character has acted in accordance with the instruction from the second side. In this case, the first side can clearly recognize that a character that does not act in accordance with the instruction given from the first side is a second type of character, thereby preventing the first side from overlooking or forgetting.

[0161] When a restriction is set on the first type of character that prevents the character from acting from the second side, the action control means may control the action of the character so that the character moves within the field based on instructions from each player, and may differentiate the control of the action of the second type of character by setting an upper limit on the movement distance of the character in response to a single instruction from the second side so that the upper limit is larger than the upper limit when the character is instructed from the first side. In this way, if the movement distance of the character in response to a single instruction exceeds the upper limit when the character is instructed from the first side, the first side can determine that the character is of the second type.

[0162] When the specific role is set as the first role to be played in the event, the game setting means sets a second role to be played in the event but different from the first role to one of the characters of the second type (11K), and sets a state in which the character of the second role is not informed to the first side but is informed to the second side as the basic state, and the event occurrence condition may be set so that its success or failure varies in association with the behavior of the character assigned to the second role as well as the behavior of the character assigned to the first role. According to this, since the behavior of the character to play the second role is also related to the success or failure of the event occurrence condition, the player on the first side needs to estimate which character is to play the second role in addition to estimating which character is of the first type, for example, from the perspective of whether or not the character tends to act in a way that will cause the event occurrence condition to be fulfilled. This increases the strategic nature of the game and makes the game more interesting.

[0163] The game setting means may assign a third role, different from the first and second roles, to a character (11N) of the second type of characters that is different from the character assigned the second role, and set a state in which the identity of the character assigned the third role is not known to the first side but is known to the second side as the basic state, and the event occurrence condition may be set so that its success or failure varies in association with the actions of the character assigned the third role as well as the actions of the characters assigned the first and second roles. In this case, since the actions of the character that should assume the third role are also related to the success or failure of the event occurrence condition, the player on the first side not only needs to infer which of the first and second type characters each are and act accordingly, but also needs to act with respect to the character that should assume the third role so as to prevent the event occurrence condition from being fulfilled. This further enhances the strategic nature of the game and further increases the interest of the game.

[0164] The action control means may control the action of a character assigned the second role so that, when the character receives a specific instruction (for example, an instruction to "attack") from the second side, the character takes a specific action to fulfill the event occurrence condition. By doing so, the second side can create a situation favorable for the occurrence of an event by issuing a specific instruction, while the first side can determine that a character that has taken a specific action is a character with the second role, and can cause other characters to act to prevent the event from occurring based on the determination result. This can diversify the tactics of the game, further enhancing the strategic nature of the game and further increasing the enjoyment of the game.

[0165] The computer may further function as a specific behavior information providing means (35, S303) for providing the first side with information for understanding that the specific behavior has occurred. This allows the player on the first side to reliably recognize that the specific behavior has occurred.

[0166] The action control means may progress the game by repeating turns including instruction opportunities for each of the first side and the second side to instruct the character to act and action opportunities for each of the characters to act based on the instructions given at the instruction opportunities. In this way, by repeating turns in which characters act based on instructions given by each player, the game can be progressed so that the player on the first side gradually acquires clues to distinguish between the first type and the second type of character.

[0167] A computer program (Pg) according to another aspect of the present invention is a computer program for a game that causes a computer (30) to function so as to provide a game in which a group of characters, including a character (11T) of a first type (C1) to which a specific role is assigned and a plurality of characters (11K, 11N) of a second type to which the specific role is not assigned, act within a field (10), the computer comprising: a game setting means (35, S101 to S104) that sets a basic state in which a plurality of players instructs actions of at least some of the characters so that an event occurrence condition associated with the action of the character of the first type does not occur on the first side (S1) and a second side (S2) instructs actions of at least some of the characters so that the event occurrence condition occurs on the second side; and an event control means (35, S321, S322, S141) which, when the event occurrence condition is met, generates an event corresponding to the role of the first type character. With regard to the control of the actions of the characters, the action control means ensures the possibility of giving the instructions from the first side to each of the first type and second type characters to act by making them act, and the possibility of giving the instructions from the second side to each of the second type characters to act by making them act, while imposing a predetermined restriction on the instructions from the second side with regard to the actions of the first type characters, and with regard to the actions of the second type characters, when instructions from the first side and the second side overlap for the same second type character, prioritizes the instructions from the second side and causes the character to act.

[0168] A game system (1) according to another aspect of the present invention is a game system including a computer (30) that functions to provide a game in which a group of characters, including a character (11T) of a first type (C1) that is assigned a specific role and a plurality of characters (11K, 11N) of a second type that is not assigned the specific role, act within a field (10), and the computer is divided into a first side (S1) in which a plurality of players instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the character of the first type is not established, and a second side (S2) in which a plurality of players instruct the actions of at least some of the characters so that the event occurrence condition is established, and the first side is not informed of which character each of the first type and the second type is, and the second side is informed of which character each of the first type and the second type is established as a basic state, and the game is played in this state; The action control means (35, S201 to S231, S301 to S351) acquires instructions from each player on the second side and controls the action of each character of the character group based on the acquired instructions, and event control means (35, S321, S322, S141) generates an event corresponding to the role of the first type character when the event occurrence condition is met, and the action control means functions as follows: with regard to the control of the actions of the characters, the action control means ensures the possibility of giving the instructions from the first side to each of the first type and the second type characters to cause them to act, and the possibility of giving the instructions from the second side to the second type characters to cause them to act, while imposing a predetermined restriction on the instructions from the second side with regard to the actions of the first type characters, and with regard to the actions of the second type characters, when instructions from the first side and the second side overlap for the same second type character, prioritizes the instructions from the second side and causes the character to act.

[0169] A control method for a game system according to another aspect of the present invention is a control method for a game system (1) that causes a computer (30) to function so as to provide a game in which a group of characters including a character (11T) of a first type (C1) to which a specific role is assigned and a plurality of characters (11K, 11N) of a second type to which the specific role is not assigned acts within a field (10), the control method comprising: a game setting means (35, S101 to S104) that causes the computer to play the game in a state in which a plurality of players are divided into a first side (S1) in which they instruct the actions of at least some of the characters so that an event occurrence condition associated with the action of the character of the first type is not established, and a second side (S2) in which they instruct the actions of at least some of the characters so that the event occurrence condition is established, the first side is not informed of which characters of the first type and the second type each belong to, and the second side is informed of which characters of the first type and the second type each belong to; and an event control means (35, S321, S322, S141) which, when the event occurrence condition is established, generates an event corresponding to the role of the first type character. With regard to the control of the actions of the characters, the action control means ensures the possibility of giving the instructions from the first side to each of the first type and second type characters to act by making them act, and the possibility of giving the instructions from the second side to each of the second type characters to act by making them act, while placing a predetermined restriction on the instructions from the second side with regard to the actions of the first type characters, and with regard to the actions of the second type characters, when instructions from the first side and the second side overlap for the same second type character, the instruction from the second side takes priority and causes the character to act.

[0170] According to the above aspect, a predetermined restriction is imposed on instructions from the second side regarding the actions of characters of the first type, and when instructions from both sides for the same character overlap, instructions from the second side take priority regarding the actions of characters of the second type. This difference provides a clue to the player on the first side as to whether a character is of the first type or the second type. This allows a mechanism to be introduced into the game that narrows down characters with specific roles through the actions of the characters, without relying on predetermined means such as a scenario.

[0171] The computer program according to each aspect of the present invention may be provided in a state stored on a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed on a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM. [Explanation of symbols]

[0172] 1. Game System 10 Fields 11 characters 11T Target character (first character) 11K Killer character (second character) 11N Normal character (third character) 30 Control unit (computer) 35 Game control unit 100 game screens 105 Character Information Department 120 Identification unit 130, 140 Information provision screen C1 First Class C2 Second Class Pg Game Program S1 1st Side S2 Second Side

Claims

1. A computer program for a game that causes a computer to function to provide a game in which a group of characters, including a first type of character and a plurality of second type of characters, act within a field, The computer a game setting means for setting a state in which a plurality of players are divided into a first side and a second side, and the first side is not informed of which of the characters of the first type and the second type each corresponds to, and the second side is informed of which of the characters of the first type and the second type each corresponds to, as a basic state, and for playing the game in this state; a behavior control unit configured to acquire instructions given by players on the first side and the second side, and to control the behavior of each character of the character group based on the acquired instructions; The behavior control means is a computer program that, with regard to controlling the behavior of the character, ensures the possibility of giving the instructions to each of the first type and the second type of characters from the first side to cause them to act, and the possibility of giving the instructions to the second type of characters from the second side to cause them to act, while making it impossible to cause the first type of characters to act from the second side so that the first side can obtain a clue to determine whether each character included in the character group corresponds to the first type of character, and when instructions are given to the same second type of character from both the first side and the second side, causes the character to act by prioritizing the instructions from the second side.

2. The computer program according to claim 1 , further configured to cause the computer to function as a priority notification means for notifying the first side that the character has acted in accordance with the instruction from the second side.

3. A game system including a computer that functions to provide a game in which a group of characters, including a first type of character and a plurality of second type of characters, act within a field, The computer a game setting means for setting a state in which a plurality of players are divided into a first side and a second side, and the first side is not informed of which of the characters of the first type and the second type each corresponds to, and the second side is informed of which of the characters of the first type and the second type each corresponds to, as a basic state, and for playing the game in this state; acquires instructions given by players on the first side and the second side, and functions as an action control means for controlling the action of each character of the character group based on the acquired instructions; The action control means, in relation to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type of characters to make them act, and the possibility of giving the instructions from the second side to each of the second type of characters to make them act, while providing clues on the first side for determining whether each character included in the character group corresponds to the first type of character or not, A game system in which it is impossible to make the first type of character act from the second side, and when instructions are given to the same second type of character from both the first side and the second side, the instructions from the second side are given priority and the character acts accordingly.

4. A method for controlling a game system that causes a computer to function to provide a game in which a group of characters, including a first type of character and a plurality of second type of characters, act within a field, comprising: The computer a game setting means for setting a state in which a plurality of players are divided into a first side and a second side, and the first side is not informed of which of the characters of the first type and the second type each corresponds to, and the second side is informed of which of the characters of the first type and the second type each corresponds to, as a basic state, and for playing the game in this state; acquires instructions given by players on the first side and the second side, and functions as an action control means for controlling the action of each character of the character group based on the acquired instructions; The action control means, in relation to the control of the actions of the characters, ensures the possibility of giving the instructions from the first side to each of the first type and the second type of characters to make them act, and the possibility of giving the instructions from the second side to each of the second type of characters to make them act, while providing clues on the first side for determining whether each character included in the character group corresponds to the first type of character or not, A control method for a game system in which it is impossible to cause the first type of character to act from the second side, and when instructions are given to the same second type of character from both the first side and the second side, the instructions from the second side are given priority and the character is caused to act.

Citation Information

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