Programs and Information Processing Systems
The program uses AI to relax game conditions when users consume items or charge, speeding up game media generation and improving convenience and customization in game systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-28
- Publication Date
- 2026-03-31
AI Technical Summary
Existing game systems require users to wait for predetermined conditions to be met before generating game media, which can be inconvenient and time-consuming.
A program utilizing artificial intelligence to relax these conditions when a user consumes an item or makes a charge, allowing for faster generation of game media by adjusting count values, stamina recovery, and attribute customization.
Reduces the time and effort required to generate new game media, enhancing user convenience and satisfaction by providing quicker access to game resources and increased customization options.
Smart Images

Figure 0007838147000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an information processing system.
Background Art
[0002] Conventionally, games that proceed using game media such as cards are known. Patent Document 1 discloses a program that can advance a game based on the results of a battle using cards provided to a user in a virtual space.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The present disclosure aims to improve convenience.
Means for Solving the Problems
[0005] A program according to an embodiment shown in the present disclosure causes a computer, in the game where a game medium is generated using artificial intelligence when a predetermined condition in the game is satisfied, to relax the predetermined condition when an item used by a user in the game is consumed or a charge is made to the game. In the game where a game medium is generated using artificial intelligence when a predetermined condition in the game is satisfied, when an item used by a user in the game is consumed or a charge is made to the game, to relax the predetermined condition. In the game where a game medium is generated using artificial intelligence when a predetermined condition in the game is satisfied, when an item used by a user in the game is consumed or a charge is made to the game, to relax the predetermined condition. A program that relaxes the predetermined condition when an item used by a user in the game is consumed or a charge is made to the game.
[0006] An information processing system according to an embodiment shown in the present disclosure is an information processing system including one or more information processing devices, in the game where a game medium is generated using artificial intelligence when a predetermined condition in the game is satisfied. An information processing system including one or more information processing devices, in the game where a game medium is generated using artificial intelligence when a predetermined condition in the game is satisfied. In the game where a game medium is generated using artificial intelligence when a predetermined condition in the game is satisfied. An information processing system that relaxes the predetermined conditions when a user consumes an item used in the game or makes a charge for the game. [Effects of the Invention]
[0007] According to this disclosure, convenience can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] Figure 1 is a diagram showing the configuration of an information processing system according to an embodiment of this disclosure. [Figure 2] Figure 2 is a block diagram showing the configuration of a server according to an embodiment of this disclosure. [Figure 3] Figure 3 shows an example of the game start screen controlled by the control unit shown in Figure 2. [Figure 4] Figure 4 shows an example of a gameplay screen controlled by the control unit shown in Figure 2. [Figure 5] Figure 5 is a flowchart showing the flow of game media generation by the game media generation unit shown in Figure 2. [Figure 6] Figure 6 shows the changes in the gameplay screen displayed on the terminal shown in Figure 1 during the creation of the game medium. [Figure 7] Figure 7 is a diagram illustrating the method (part 1) for selecting game medium attributes after the user has consumed goods. [Figure 8] Figure 8 is a diagram illustrating the method (part 2) for selecting game medium attributes after the user has consumed goods. [Modes for carrying out the invention]
[0009] The embodiments of this technical concept will be described in detail below with reference to the drawings. In the following description, identical parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions of them will not be repeated.
[0010] <Configuration of Information Processing System> FIG. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in FIG. 1, the information processing system 1 includes a terminal 10 used by a user and a server (computer) 20, and these devices are communicably connected to each other via a network 13.
[0011] The terminal 10 is a smartphone, tablet, phablet, PC (Personal Computer), or the like. The terminal 10 may be a portable terminal or a stationary terminal. When the terminal 10 is operated by the user, game-related data is transmitted and received between the server 20 and the terminal 10. Thereby, the user can play the game.
[0012] The server 20 manages various data related to the games of each user who plays the game, and transmits images, sounds, texts, and other data to the terminal 10 according to the progress of the games of each user.
[0013] <Server Configuration> FIG. 2 is a block diagram showing the configuration of the server 20 according to an embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data of a game play screen, the communication unit 21 transmits the screen data to the terminal 10. In addition, when the communication unit 21 receives operation information indicating the operation content of the user with respect to the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0015] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory. Specifically, programs 41, game information 42, user information 43, and the like are stored in the storage unit 23.
[0016] Program 41 is a program for the server 20 to execute various processes. Game information 42 includes information used for generating a play screen and object information regarding objects such as characters that can be used in the game. User information 43 includes information regarding users who play the game, such as identification information of each terminal 10 and identification information of each user.
[0017] Memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). Various data generated along with the operation of the control unit 22 are temporarily stored in the memory 24. For example, in the memory 24, information regarding various game media, such as one or more cards and items held by each user, is stored.
[0018] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). By operating according to the program P41, the control unit 22 functions as a game progress unit 31 and a game medium generation unit 32. Hereinafter, the details of the control unit 22 will be described.
[0019] <Details of the control unit> [Overview of the game] Based on the operation information received from the terminal 10 via the communication unit と21, the game progress unit 31 performs various processes related to the progress of the game. For example, the game progress unit 31 moves a character (hereinafter referred to as "user character") operated by the user, progresses events in the game, generates and controls objects such as other characters and buildings that appear in the game, and generates screen data of the play screen.
[0020] Figure 3 shows an example of the game start screen controlled by the control unit 22 shown in Figure 2. Referring to Figure 3, the user is given stamina points S, which are consumed when starting the game. If the user has one or more stamina points S, the user can start playing the game. For example, when the game starts, one stamina point S is consumed.
[0021] Furthermore, the consumed stamina value S recovers over time. For example, the consumed stamina value S gradually recovers, with one unit of stamina value S recovering each time a predetermined period of time has elapsed. In the game's start screen G1 shown in Figure 3, the maximum number of stamina values S given to the user is 5, the user currently has 4 units of stamina value S, and the 5th unit of stamina value S is gradually recovering.
[0022] Figure 4 shows an example of a gameplay screen controlled by the control unit 22 shown in Figure 2. When the game starts, as shown in Figure 4, for example, a gameplay screen G2 from the first-person perspective of the user character is displayed on the terminal 10 shown in Figure 1.
[0023] Furthermore, the game progress unit 31 (see Figure 2) stores a history of actions selected by the user in the game (hereinafter simply referred to as "action history") in the memory 24 based on the operation information received from the terminal 10. The action history includes, for example, the content of conversations between the user character and other characters, enemy characters that the user character fought against, items acquired by the user character, and the path taken by the user character.
[0024] The game medium generation unit 32 generates game medium using artificial intelligence when predetermined conditions within the game are met. These predetermined conditions include, for example, the user character encountering a specific character in the game.
[0025] More specifically, as shown in Figure 4, the play screen G2 displays a count value 51 until the predetermined conditions are met. In the example shown in Figure 4, "3 / 7" is displayed, where the number "3" on the left is the count value 51, and the number "7" on the right is the upper limit of the count (predetermined value) 52. Near the count value 51, a figure 53 is displayed showing the ratio of the count value 51 to the upper limit 52.
[0026] The count value of 51 changes depending on the user's actions in the game. For example, if the user defeats an enemy character or changes the area the user character is moving in during the game, the conditions for changing the count value of 51 (hereinafter referred to as "count-up conditions") are met and the count value of 51 increases.
[0027] Then, when the count value 51 reaches the upper limit value 52, a predetermined condition is met, and for example, the specific character mentioned above appears on the play screen G2. In this case, the game medium is generated by the game medium generation unit 32 shown in Figure 2.
[0028] Furthermore, during the period in which a game can be played in exchange for consuming one unit of stamina value S (see Figure 3), the predetermined conditions for generating game materials may be met multiple times. In other words, even if only one unit of stamina value S is consumed, multiple game materials may be generated. In such cases, the user can obtain multiple game materials without consuming a large amount of stamina value S.
[0029] [Generating game media] Figure 5 is a flowchart showing the flow of game media generation by the game media generation unit 32 shown in Figure 2. Figure 6 is a diagram showing the changes in the play screen displayed on the terminal 10 shown in Figure 1 during game media generation.
[0030] Referring to Figures 2 to 6, first, assume that the count value 51 (see Figure 4) mentioned above has reached the upper limit value 52 and the predetermined condition has been met (step S11). In this case, the game medium generation unit 32 generates a prompt based on the action history stored in memory 24 and inputs the generated prompt to the artificial intelligence (step S12).
[0031] The artificial intelligence then generates game materials according to the input prompts. Here, we describe an example where cards used in a game are generated as game materials. For example, the artificial intelligence determines the name of the card, and then, based on the determined name, determines the card's parameters such as HP (Hit Points), attack power, defense power, and speed (step S13).
[0032] As an example, in the play screen G21 shown in Figure 6(a), card C10, whose name has been determined to be "Artemis," is displayed. In this state, when the user selects the "Start Creation" button 61 displayed on the play screen G21, the play screen G22, which includes multiple attribute selection buttons 62 for selecting attributes, is displayed as shown in Figure 6(b), and the user's selection of an attribute selection button 62 is accepted (step S14).
[0033] Next, suppose the user selects one of the multiple attribute selection buttons 62 displayed on the play screen G22, and then selects the "Start Creation" button 61 also displayed on the play screen G22. In this case, as shown in Figure 6(c), a card C11 is generated that reflects the attribute corresponding to the attribute selection button 62 selected by the user, and the parameters determined in step S13.
[0034] Specifically, the attributes selected by the user are reflected in the appearance of the character, background, and items displayed on card C11, as well as in at least some of the parameters of card C11, such as HP, attack power, defense power, and speed. Then, the generated card C11 is displayed on the play screen G23 (step S15).
[0035] Furthermore, as shown in Figure 6(c), the play screen G23 displays a receive button 63 for instructing the user to receive the generated card C11. When the user selects the receive button 63, the card C11 displayed on the play screen G23 is saved as a game medium owned by the user (step S16).
[0036] <Relaxation of predetermined conditions for the generation of game media> [Changes related to count values] When a user consumes items used in the game or makes in-game purchases (hereinafter referred to as "consumption of goods"), the predetermined conditions for generating game media such as card C11 shown in Figure 6 are relaxed. In-game purchases include the purchase of the right to receive subscription services.
[0037] For example, when a user consumes goods, at least one of the following changes occurs: the count value 51, the upper limit value 52, the change in the count value 51, and the count-up condition, as shown in Figure 4. Specifically, suppose the count value 51 is "3" before the user consumes the goods. In this case, for example, after the user consumes the goods, the count value 51 increases to "3 + N" (where N is a natural number greater than or equal to 1).
[0038] Furthermore, let's assume that the upper limit of 52 is "7" before the user consumes the goods. In this case, for example, after the user consumes the goods, the upper limit of 52 may increase to "7-N".
[0039] Furthermore, before the user consumes goods, the count value increases by 51 each time the count-up condition is met. In this case, for example, after the user consumes goods, the count value may increase by 1 + N each time the count-up condition is met.
[0040] Furthermore, before the user spends any resources, the count-up condition is fulfilled once when the user defeats 5 enemy characters in the game. In this case, for example, after the user spends any resources, the count-up condition may be fulfilled once when the user defeats 5-N enemy characters in the game.
[0041] Thus, the changes related to the count value 51 can improve convenience by reducing the waiting time and effort required to generate new game media.
[0042] Furthermore, after a user consumes goods, two or more of the following may change: the count value of 51, the upper limit of 52, the amount of change in the count value of 51, and the count-up conditions. In addition, the amount of change in the count value of 51 and the upper limit of 52 may increase or decrease depending on the number of items consumed by the user or the amount of money charged.
[0043] [Changes related to stamina recovery] Furthermore, if a user consumes goods, at least one of the following may be changed: the stamina value S shown in Figure 3, the upper limit of the stamina value S, and the predetermined time required for the stamina value S to recover by one unit.
[0044] Specifically, let's assume that before the user consumes goods, the user has 3 stamina points S. In this case, after the user consumes goods, for example, the stamina points S may increase to 4 or 5, etc.
[0045] Furthermore, let's assume that before a user consumes goods, the maximum number of stamina points S granted to the user is 5. In this case, for example, after a user consumes goods, the maximum number of stamina points S granted to the user may increase to 6 or more.
[0046] Furthermore, it is assumed that one unit of stamina value S is restored each time a predetermined period of time elapses before the user consumes any goods. In this case, for example, the predetermined time after the user consumes goods may be set to be shorter.
[0047] Thus, the changes to the stamina value S will increase the number of times a game can be started without waiting for stamina value S to recover. This reduces the waiting time and effort required to generate new game resources, thereby improving convenience.
[0048] Furthermore, after a user consumes goods, two or more of the following may change: stamina value S, the upper limit of stamina value S, and the predetermined time required for stamina value S to recover by one unit. In addition, the amount of change in stamina value S, its upper limit, and the predetermined time may increase or decrease depending on the number of items consumed by the user or the amount of money charged.
[0049] Furthermore, the system may be configured to allow the game to be started even if the user has zero stamina points (S). In this case, for example, the game can be started without consuming stamina points (S), but the generation of game materials may be prevented.
[0050] Furthermore, the system may be configured to allow the user to start the game without consuming stamina points S, regardless of whether the user has zero stamina points S. In this case, the system may be controlled so that the stamina points S decrease when predetermined conditions for generating game media are met and game media is generated. That is, if the stamina points S are zero when the predetermined conditions are met, game media may not be generated, but if one or more stamina points S are assigned at that time, game media may be generated.
[0051] [Adjustment of prompts when specified conditions are relaxed] (Example 1) As described above, the changes to the count value 51 and the stamina value S relax the predetermined conditions for generating game media, thereby shortening the time required for new game media to be generated. As a result, the amount of user activity history accumulated in memory 24 (see Figure 2) by the time new game media is generated is reduced.
[0052] Therefore, if the predetermined conditions for generating game media are relaxed, the game media will be generated by following fewer prompts than before the conditions were relaxed. In other words, even if the time required to generate new game media is shortened and the amount of accumulated behavioral history decreases, the artificial intelligence will still generate game media if the predetermined conditions are met.
[0053] (Example 2) Furthermore, if the specified conditions are relaxed, the game medium may be generated with the addition of prompts that are not based on the user's behavior history in the game, in addition to prompts based on the user's behavior history. Prompts that are not based on the user's behavior history include, for example, pre-prepared prompts and randomly selected prompts.
[0054] This reduces the time required to generate new game data, and even if the accumulated behavioral history decreases, it prevents the amount of prompts input to the artificial intelligence from becoming too small. Furthermore, the high degree of freedom in the added prompts helps to avoid increasing the load on server 20.
[0055] Furthermore, prompts not based on the user's behavior history may be specific prompts designated by the user from among several candidate prompts. In this case, since a game medium reflecting the user's specifications is generated, user satisfaction can be increased.
[0056] (Example 3) Furthermore, if the predetermined conditions are relaxed, the user's behavioral history may be subdivided compared to before the conditions were relaxed. In this case, prompts based on the subdivided user behavioral history are input to the artificial intelligence, and the game medium is generated.
[0057] This reduces the time required to generate new game data, and prevents the amount of prompts entered during game data generation from becoming too small, even when the amount of accumulated behavioral history decreases. Furthermore, it allows for the generation of game data that more accurately reflects the user's behavioral history.
[0058] <Selection of game medium attributes> (Example 1) By consuming resources, users can change the number of attributes that can be reflected in the game medium during or after its creation. Figure 7 illustrates one method (part 1) for selecting attributes of the game medium after the user has consumed resources. The diagrams shown in Figure 7(a) and Figure 7(b) are the same as the diagrams shown in Figure 6(a) and Figure 6(b), respectively.
[0059] As shown in Figure 7(b), for example, when generating a card, which is a game medium, multiple attribute selection buttons 62 are displayed on the play screen G22, and the user's selection of an attribute is accepted. Before the user spends the goods, it is assumed that there is one attribute that can be reflected in the game medium. In this case, after the user spends the goods, for example, the number of attributes that can be reflected in the game medium changes to two.
[0060] Specifically, the example shown in Figure 7(c) shows a state where two attribute selection buttons 62 are selected: one corresponding to the "Space" attribute and another corresponding to the "Demon" attribute. When two attribute selection buttons 62 are selected, the generated game medium will reflect the two attributes corresponding to these two attribute selection buttons 62, respectively.
[0061] In this way, increasing the number of attributes that can be reflected in the game medium allows for extensive customization of the appearance of characters, backgrounds, and items in the game medium, as well as attributes such as HP, attack power, defense power, and speed. This can increase user satisfaction. Furthermore, when attributes are reflected in the appearance of the game medium, it becomes easier for other users to see that the game medium has been customized, thus highlighting the appeal of the feature that allows for an increased number of attributes.
[0062] Furthermore, the generated game medium may display marks indicating attributes. In such cases, if there are two or more attributes reflected in the game medium, two or more marks indicating two or more attributes may be displayed, or only one mark indicating one of the two or more attributes may be displayed.
[0063] Furthermore, the number of attributes that can be reflected in the game medium may be changed depending on the number of items consumed by the user or the amount of money spent. However, in order to prevent the creation of game mediums with extremely strong parameters, the upper limit on the number of attributes that can be reflected in the game medium may be set to, for example, five.
[0064] (Example 2) Furthermore, the types of attributes that can be reflected in the game medium may change when the game medium is generated or after it has been generated, as a result of the user consuming goods. Figure 8 is a diagram illustrating the method (2) for selecting attributes of the game medium after the user has consumed goods. For example, after the user has consumed goods, attributes that were unavailable before the consumption of goods become available.
[0065] Specifically, as shown in Figure 8(a), the play screen G22 is divided into multiple attribute selection buttons 62 into multiple groups. In Figure 8(a), as an example, the multiple attribute selection buttons 62 are divided into three groups: Group 1 71, which is the "recommended" group; Group 2 72, which is the "normal" group; and Group 3 73, which is the "special features" group.
[0066] Before the user consumes goods, the attribute selection button 62 included in the third group 73 is set to be unavailable. In this case, when the user selects the third group 73, buttons are displayed to transition to, for example, a screen for purchasing items, a billing screen, or a screen for purchasing the right to receive subscription services.
[0067] On the other hand, after the user has consumed the goods, the attribute selection buttons 62 included in the third group 73 become selectable. The third group 73 includes attribute selection buttons 62 that are not included in the first group 71 or the second group 72. For example, in the third group 73, multiple attributes are associated with a single attribute selection button 62.
[0068] Specifically, each attribute selection button 62 in the second group 72, which is the "normal" group, is associated with one attribute such as "demon," "darkness," and "space" (see Figure 7). In contrast, as shown in Figure 8(b), each attribute selection button 62 in the third group 73, which is the "special features" group, is associated with two attributes such as "demon + darkness," "darkness + knight," and "space + lightning."
[0069] This allows users to customize the attributes reflected in the game more precisely. Furthermore, it allows game operators to increase user choices while keeping the increased workload due to the growing number of attributes in check.
[0070] Furthermore, each attribute selection button 62 included in the third group 73 may be associated with three or more attributes. Also, each attribute selection button 62 included in the third group 73 may be associated with one attribute different from the attribute associated with the attribute selection button 62 included in the first group 71 or the second group 72.
[0071] Furthermore, when a user consumes goods, both the number of attributes that can be reflected in the game medium (Example 1) and the types of attributes that can be reflected in the game medium (Example 2) may be changed.
[0072] The elements contained in each of these disclosures can be combined with each other, and the resulting combinations will also form part of the embodiments shown in these disclosures. For example, when a user consumes goods, some or all of the predetermined conditions for generating the game medium may be relaxed, and the number and types of attributes reflected in the game medium may be changed. Furthermore, within the scope of the invention, the present invention allows for free combination of each component, modification of any component, substitution of any component, omission of any component, or addition of other components.
[0073] Furthermore, the processing flow described herein is merely an example, and the order and structure of each process may differ. Also, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0074] [Additional Notes] The contents of the embodiments of this disclosure are listed below. [assignment] The aim is to improve convenience.
[0075] [Solution] (Item 1) On the computer, In the game, when certain conditions within the game are met, artificial intelligence is used to generate game media. A program that relaxes the predetermined conditions when a user consumes an item used in the game or makes a charge for the game. This configuration reduces the waiting time and effort required to generate new game media, thereby improving convenience.
[0076] (Item 2) In the aforementioned game, a count is performed that changes according to the user's actions. When the count reaches a predetermined value, the predetermined condition is met. The program described in item 1, wherein when the user consumes or charges for the item, at least one of the following is changed: the count, the predetermined value, the amount of change in the count, and the conditions under which the count changes. This configuration can shorten the time required to generate new game media.
[0077] (Item 3) The user is given stamina points that are consumed when starting the game. The aforementioned stamina value increases each time a predetermined period of time has elapsed. The program described in item 1 or item 2, wherein when the user consumes or charges for the item, at least one of the stamina value granted to the user, the upper limit of the stamina value, and the predetermined time is changed. This configuration can shorten the time required to generate new game media.
[0078] (Item 4) When the aforementioned game medium is generated, prompts based on the user's behavior history in the game are input to the artificial intelligence. The program according to item 2 or 3, wherein, if the predetermined conditions are relaxed, the game medium is generated in accordance with fewer prompt inputs than before the predetermined conditions were relaxed. With this configuration, the time required to generate a new game medium is shortened when certain conditions are relaxed, and game mediums can be generated even when the amount of accumulated behavioral history is small.
[0079] (Item 5) When the aforementioned game medium is generated, prompts based on the user's behavior history in the game are input to the artificial intelligence. The program according to item 2 or 3, wherein if the predetermined conditions are relaxed, a prompt not based on the behavioral history is added to the prompt input to the artificial intelligence. This configuration allows for a reduction in the time required to generate new game data due to the relaxation of predetermined conditions, and prevents the amount of prompts input to the artificial intelligence from becoming too small, even if the amount of accumulated behavioral history decreases. Furthermore, the high degree of flexibility in the added prompts helps avoid increasing the load on the game medium's generation side.
[0080] (Item 6) The prompt not based on the aforementioned behavioral history is a specific prompt designated by the user, as described in item 5 of the program. This configuration allows for the creation of a game medium that reflects the user's specified content, thereby increasing user satisfaction.
[0081] (Item 7) When the aforementioned game medium is generated, prompts based on the user's behavior history in the game are input to the artificial intelligence. The program according to item 2 or 3, wherein, if the predetermined conditions are relaxed, prompts based on the behavioral history, which are more subdivided than before the predetermined conditions were relaxed, are input to the artificial intelligence. This configuration allows for a reduction in the time required to generate new game media due to the relaxation of predetermined conditions, and even if the amount of accumulated behavioral history decreases, it prevents the amount of prompts entered during game media generation from becoming too small. Furthermore, it becomes possible to generate game media that more accurately reflects the user's behavioral history.
[0082] (Item 8) A program described in any one of items 1 to 7, wherein when a user consumes an item used in the game or makes a charge for the game, at least one of the number and type of attributes reflected in the game medium is changed. In this way, providing users with the opportunity to customize the attributes of the game medium can increase user satisfaction.
[0083] Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate.
[0084] Furthermore, each operation performed by the control unit 22 (see Figure 2) in the server 20 of the above embodiment may be performed by one processor or by multiple processors. For example, some or all of the operations performed by the control unit 22 may be performed by the terminal 10 shown in Figure 1.
[0085] Furthermore, the above embodiments are merely illustrative examples to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention may be modified, improved, or have parts of its embodiments deleted without departing from its spirit, and it goes without saying that the present invention includes equivalents thereof. [Explanation of Symbols]
[0086] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Game media generation unit, 41: Program, 42: Game information, 43: User information, 51: Count value, 52: Upper limit value, 53: Shape, 61: Start creation button, 62: Attribute selection button, 63: Receive button, 71: First group, 72: Second group, 73: Third group
Claims
1. On the computer, When predetermined conditions within the game are met, a prompt based on the user's behavior history in the game is input to the artificial intelligence, and the game medium is generated using the artificial intelligence. If a user consumes an item used in the game or makes a charge for the game, the predetermined conditions will be relaxed. A program that, when the predetermined conditions are relaxed, causes (i) to generate the game medium that follows fewer prompt inputs than before the predetermined conditions were relaxed, (ii) to add prompts not based on the behavior history to the prompts input to the artificial intelligence, or (iii) to input prompts to the artificial intelligence based on the behavior history which has been subdivided compared to before the predetermined conditions were relaxed.
2. The program according to claim 1, wherein the prompt not based on the aforementioned behavioral history is a specific prompt specified by the user.
3. An information processing system comprising one or more information processing devices, When predetermined conditions within the game are met, a prompt based on the user's behavior history in the game is input to the artificial intelligence, and the game medium is generated using the artificial intelligence. If a user consumes an item used in the game or makes a charge for the game, the predetermined conditions will be relaxed. An information processing system that, when the predetermined conditions are relaxed, performs the following: (i) generating the game medium that follows fewer prompt inputs than before the predetermined conditions were relaxed; (ii) adding prompts not based on the behavioral history to the prompts input to the artificial intelligence; or (iii) inputting prompts based on the behavioral history, which are more subdivided than before the predetermined conditions were relaxed, to the artificial intelligence.
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