Programs and Systems

The system addresses the inconvenience of AI-generated game media by allowing simultaneous game progression and using temporary substitutes, ensuring continuous gameplay and enhanced user experience during AI generation.

JP7843409B1Active Publication Date: 2026-04-09COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-07-31
Publication Date
2026-04-09

AI Technical Summary

Technical Problem

Existing game systems face challenges in improving user convenience during the generation of game media using AI, particularly due to increased waiting periods and reduced game progression during the AI generation process.

Method used

A system and program that utilize AI to generate game media while allowing simultaneous game progression by adjusting game parameters and providing temporary game media as substitutes, enhancing user convenience during the generation process.

Benefits of technology

The system enables continuous game play and improved user experience by providing advantageous game conditions during AI generation periods, reducing waiting times and maintaining engagement.

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Abstract

To improve convenience. [Solution] The program according to the present invention causes a computer (10,20) to function as a generation means (207) that executes the generation of a game medium (generated game medium) using an AI (AI model) based on log data related to the game, and a progression means (104,201) that enables the game to progress (progress in the dungeon space and execution of events) while the game medium (generated game medium) is being generated by the generation means (207) (during the AI ​​generation period). This makes it possible to progress the game (progress in the dungeon space and execution of events) while the game medium (generated game medium) is being generated, thereby improving convenience.
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Description

Technical Field

[0001] The present invention relates to a program and a system.

Background Art

[0002] Conventionally, a program for generating game story data using AI based on game log data is known (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] An object of the present invention is to improve convenience.

Means for Solving the Problems

[0005] To achieve the above object, in a first invention, the program causes a computer to function as generation means for generating a game medium using AI based on log data related to a game, and progress means for enabling progress of the game during generation of the game medium by the generation means. During the generation of the game medium by the generation means, the parameters related to the game change in a manner that is advantageous to the user, compared to when the game medium is not being generated by the generation means. . In the program according to the first invention, During the creation of the game medium, it becomes possible to change game parameters to benefit the user, thereby improving convenience.

[0006] The program according to the second invention is The computer functions as a generation means that performs AI-based generation of game media based on log data related to the game, and as a progression means that enables the game to progress while the game media is being generated by the generation means, and while the game media is being generated by the generation means, the game field changes in a way that is advantageous to the user compared to when the game media is not being generated by the generation means. . <L In the program according to the second invention, During the creation of the game medium, it becomes possible to change the game-related fields to give the user an advantage, thereby improving convenience.

[0007] The program according to the third invention is The computer is configured to function as a generation means that performs AI-based generation of game media based on log data related to the game, and as a progression means that enables the game to progress while the game media is being generated by the generation means, and a game media that serves as a substitute for the generated game media is provided while the game media is being generated by the generation means. . In the program relating to the third invention, it becomes possible to proceed with the game using a game medium that can be used as a substitute for the game medium being generated, thereby improving convenience.

[0012] The four The system according to the invention comprises a computer that functions as a generation means for generating a game medium using AI based on log data related to a game, and a progression means for enabling the game to progress while the game medium is being generated by the generation means. During the generation of the game medium by the generation means, the parameters related to the game change in a manner that is advantageous to the user, compared to when the game medium is not being generated by the generation means. . The system according to the fifth invention comprises a computer that functions as a generation means for generating a game medium using AI based on log data related to a game, and a progression means for enabling the game to progress while the game medium is being generated by the generation means, wherein the game field changes during the generation of the game medium to be more advantageous to the user than during the non-generation of the game medium by the generation means. The system according to the sixth invention comprises a computer that functions as a generation means for generating a game medium using AI based on log data related to a game, and a progression means for enabling the game to progress while the game medium is being generated by the generation means, and during the generation of the game medium by the generation means, a game medium that serves as a substitute for the generated game medium is provided. [Effects of the Invention]

[0013] According to the present invention, it is possible to improve convenience. [Brief explanation of the drawing]

[0014] [Figure 1] This diagram shows the general configuration of Game System 1. [Figure 2] This diagram shows the functional configuration of the terminal device 10. [Figure 3] This figure shows the functional configuration of the server device 20. [Figure 4] This is a diagram showing an example of the dungeon screen G1. [Figure 5] This figure shows an example of the G2 battle screen. [Figure 6] This diagram shows an example of the screen progression from the generation event to the granting event. [Modes for carrying out the invention]

[0015] Embodiments of the present invention will be described below with reference to the drawings. This embodiment describes an example in which the present invention is applied to a game system 1. Game system 1 is a system that provides games to a terminal device 10 owned by the user. In this embodiment, an example of a game system 1 providing a dungeon exploration game will be described. The dungeon exploration game is a game in which the player explores a dungeon, collects items (game media), battles enemy objects, and progresses. Here, the dungeon exploration game provided by the game system 1 may be a multiplayer game. A multiplayer game is a game in which a plurality of users can participate (fight or cooperate) and play.

[0016] (Schematic configuration of game system 1) First, the schematic configuration of the game system 1 will be described. FIG. 1 is a diagram showing the schematic configuration of the game system 1. As shown in FIG. 1, the game system 1 includes a plurality of terminal devices 10 connected to the network 2 and one or more server devices 20 connected to the network 2. Each terminal device 10 and server device 20 are communicably connected to each other via the network 2.

[0017] (Configuration of network 2) The network 2 is configured by, for example, a mobile communication system including the Internet and a wireless base station. The mobile communication system is configured by, for example, a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), a wireless network connectable to the Internet by an access point, or the like.

[0018] (Hardware configuration of terminal device 10) Next, the hardware configuration of the terminal device 10 will be described. Terminal device 10 is a computer (information processing device) used by the user. Terminal device 10 is a portable terminal device such as a smartphone, feature phone, PDA (Personal Digital Assistant), or tablet computer. In this embodiment, an example is described in which terminal device 10 is configured as a portable information terminal equipped with a touchscreen 16 (specifically, a smartphone, phablet, tablet, etc.). The terminal device 10 comprises a processor 11, memory 12, storage 13, a communication interface 14, an input / output interface 15, and a touchscreen 16. These components are connected to each other via a communication bus 17. The processor 11 controls various operations of the terminal device 10. The processor 11 reads a program from the storage 13, expands the read program into memory 12, and executes the expanded program. The processor 11 is composed of, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc.

[0019] Memory 12 temporarily stores programs and data. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program. Memory 12 is composed of volatile memory, such as RAM (Random Access Memory). Storage 13 stores various programs and data related to the game. Storage 13 is composed of non-volatile memory such as ROM (Read Only Memory), flash memory, and HDD (Hard Disk Drive). In particular, storage 13 stores the game program. The game program implements the game functions (functions that provide the environment for the user to play the game). The communication IF 14 controls the transmission and reception of various data between the terminal device 10 and external communication equipment. The communication IF 14 controls communication using, for example, a wireless LAN (Local Area Network), a wired LAN, or short-range wireless communication. The input / output interface 15 is an interface for inputting data from an external source to the terminal device 10 and outputting data from the terminal device 10 to an external source. The input / output interface 15 is composed of, for example, a USB (Universal Serial Bus), buttons, a camera (image capture device), a microphone, a speaker, etc.

[0020] The touchscreen 16 accepts input from the user and outputs information to the user on the display. The touchscreen 16 comprises a display (not shown) and a touch panel (not shown). The display shows various images (such as game images). The images displayed on the display include various objects such as fields, floors, dungeons, backgrounds, obstacles, characters, windows, buttons, menus, lists, and icons. The display is composed of, for example, an LCD monitor or an OLED (Electro-Luminescence) monitor. The touch panel transmits output values ​​to the processor 11 based on user operations on its input surface. The input surface of the touch panel is part or all of the display surface of the display. The touch panel can be used as an operation unit configured to accept user input operations. For example, when the touch panel is used as an operation unit, the processor 11 accepts the user's physical contact operation on the input surface of the touch panel as user input operations. The touch panel can be composed of, for example, a capacitive touch panel, a resistive touch panel, an ultrasonic touch panel, etc.

[0021] (Hardware configuration of server device 20) Next, we will describe the hardware configuration of the server device 20. The server device 20 is a computer (information processing device). The server device 20 is composed of a general-purpose computer such as a workstation or PC. The server device 20 consists of a processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. These components are connected to each other via a communication bus 26. The processor 21 controls various operations of the server device 20. The processor 21 reads programs from the storage 23, expands the read programs into memory 22, and executes the expanded programs. The processor 21 is composed of, for example, a CPU, MPU, GPU, etc. Memory 22 temporarily stores programs and data. Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program. Memory 22 is composed of volatile memory such as RAM. Storage 23 stores various programs and data related to the game. Storage 23 is composed of non-volatile memory such as ROM, flash memory, and HDD. In particular, game programs are stored in storage 23. Game programs implement game functions that provide the game to the terminal device 10. For example, a game program implements functions for providing a virtual space (two-dimensional space, three-dimensional space, etc.) and functions for manipulating objects (characters, etc.) placed in the virtual space. In the following description, the virtual space provided by the game program will be referred to as the "game space".

[0022] In particular, in this embodiment, the game space is provided as a dungeon space (field, map, floor, etc.) and an event space. The dungeon space is the game space where the game progresses (executes). The dungeon space is a virtual space constructed in a labyrinth (maze) format. In this embodiment, the dungeon space is generated as a space with a maze-like structure (underground space, space inside a building, etc.). In the dungeon exploration game, the position of the object corresponding to the user in the dungeon space (hereinafter referred to as "user object") is controlled according to the user's input operations entered via the operation reception unit 101. In the following description, the position of the user object in the dungeon space will be referred to as the "user position". The event space is the game space where events are executed. The event space is a separate game space from the dungeon space. Event types can include, for example, challenge events, recovery events, selection events, generation events, and granting events. A challenge event is an event in which a user object appears in the event space and, in response to user input operations entered via the operation reception unit 101 (described later), the user object is operated to take on the challenge assigned in that event. A challenge event can be, for example, a battle event in which the challenge is to operate the user object to defeat an enemy object. In particular, in this embodiment, in a challenge event (battle event), the user object is configured to take on the challenge using game media (cards, characters, weapons, armor, tools, etc.). In this embodiment, a success condition is set for the challenge event (battle). When the success condition is met in a challenge event (battle), the challenge assigned in that challenge event is considered to have been succeeded, and the user can obtain a reward. Rewards include, for example, game media (cards, characters, weapons, armor, tools, etc.), experience points, points, etc. Here, obtaining a reward means that the reward (game media, items, experience points, points, etc.) is associated with the user's account. Recovery events allow you to restore the user object's health points (HP). A selection event is an event in which, in the event space, multiple options are presented, and the user selects one of the options in response to an input operation entered via the operation reception unit 101. Examples of selection events include events in which the user selects a response to the actions of a target object, or events in which the user selects an answer to a question from a target object. The generation event is an event that allows the user to select (instruct) the start of the generation of the generated game medium, as described later. In other words, the generation event is an event that allows the user to select (instruct) the start of the generation of the generated game medium by the game medium generation unit 207 (AI model). For example, in the generation event, a generation start icon is displayed, and in response to the user tapping the generation start icon, it is possible to select (instruct) the start of the generation of the generated game medium by the game medium generation unit 207 (AI model). In this case, it is possible to configure the system so that the user can select the start of the generation of the generated game medium by the game medium generation unit 207 (AI model) in accordance with the consumption of consideration (items, in-game currency, etc.). Alternatively, when selecting the start of the generation of the generated game medium by the game medium generation unit 207 (AI model), it is possible to configure the system so that consumption of consideration is not required, and when acquiring the generated game medium, it is possible to acquire the generated game medium generated by the game medium generation unit 207 (AI model) in accordance with the consumption of consideration. In particular, the generation event ends when the generation start icon is tapped, indicating that the generation of the game medium by the game medium generation unit 207 (AI model) has been selected (instructed) to begin. This allows the game to progress (progress through the dungeon space and execution of various events) while the game medium generation unit 207 (AI model) is generating the game medium. The granting event is an event that grants the generated game medium, created by the game medium generation unit 207 (AI model), to the user.

[0023] The communication IF24 controls the transmission and reception of various types of data between the server device 20 and external communication equipment. The communication IF24 controls communication using, for example, wireless LAN, wired LAN, short-range wireless communication, etc. The input / output interface 25 is an interface for inputting data from an external source to the server device 20 and outputting data from the server device 20 to an external source. The input / output interface 25 is composed of, for example, USB, buttons, a camera, a microphone, a speaker, etc.

[0024] (Functional configuration of terminal device 10) Next, the functional configuration of the terminal device 10 will be described. Figure 2 shows the functional configuration of the terminal device 10. The terminal device 10 functions as an input device that accepts user input operations and as an output device that outputs game images and sounds. As shown in Figure 2, the terminal device 10 functions as a control unit 100 and a storage unit 110 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The memory unit 110 stores the game program and various data (game information, user information, etc.). The game information is data that the control unit 100 refers to when executing the game program. The user information is data related to the user's account. The control unit 100 comprehensively controls the operation of the terminal device 10 by executing a program stored in the memory unit 110. For example, the control unit 100 advances the game according to the game program and the user's operations. Furthermore, during the game, the control unit 100 communicates with the server device 20 as needed to send and receive information. The control unit 100 includes an operation reception unit 101, a UI control unit 102, a game progress unit 104, and a display control unit 105. Depending on the nature of the game being played, the control unit 100 can also function as other functional blocks (not shown) to advance the game.

[0025] The operation reception unit 101 detects and accepts user input operations on the touch panel and input / output IF 15. Based on the operations performed by the user on the touch panel and input / output IF 15, the operation reception unit 101 determines the type of input operation and outputs the result to each element of the control unit 100. For example, the operation reception unit 101 accepts an input operation on the touch panel, detects the coordinates of the input position of the input operation, and determines the type of input operation (touch operation, slide operation, swipe operation, tap operation, etc.). The UI control unit 102 controls the UI objects to be displayed on the screen in order to construct the UI (User Interface). UI objects are tools for the user to provide input necessary for the progress of the game to the terminal device 10, or tools for obtaining information output from the terminal device 10 during the progress of the game. UI objects may include, for example, icons, buttons, lists, menu screens, etc.

[0026] The game progression unit 104 advances the game. The game progression unit 104 advances the game in response to user inputs received via the operation reception unit 101. For example, when an event is not being executed, the game progression unit 104 displays user objects in the dungeon space and advances the user objects in response to user inputs received via the operation reception unit 101. In other words, in the dungeon space, user objects are the target of user play (game progression). Also, when an event is being executed, the game progression unit 104 makes user objects appear in the event space and makes the user objects move in response to user inputs received via the operation reception unit 101. In other words, in the event space, user objects are the target of user play (game progression). In particular, as will be described later, the game medium generation unit 207 (AI model) is capable of generating a game medium using an AI model based on log data related to the game. The game progression unit 104 is also capable of progressing the game (a game in which log data is used as a prompt for generating the game medium) even while the game medium generation unit 207 (AI model) is generating the game medium. Here, "game" includes games related to the progress of user objects executed in the dungeon space and games related to events executed in the event space. In the following description, the period during which the game medium generation unit 207 (AI model) is generating the game medium will be referred to as the "AI generation period." The period when the game medium generation unit 207 (AI model) is not generating the game medium will be referred to as the "non-AI generation period." In other words, in this embodiment, the game medium generation unit 207 (AI model) can generate new game mediums. In the following description, the new game medium generated by the game medium generation unit 207 (AI model) will be referred to as the "generated game medium." On the other hand, game mediums that are not generated by the game medium generation unit 207 (AI model) (game mediums that are provided in advance (by default) in the game) will be referred to as the "ungenerated game medium." Here, the generation of game media by the game media generation unit 207 (AI model) requires time corresponding to the content to be generated (hereinafter referred to as "generation time"), and in particular, the more items to be generated (for example, the more game media to be generated), the longer the generation time becomes. In that case, if the user is unable to play the game during the period from when the user instructs the start of generation of game media until the generation of said game media is completed (= AI generation period), then the AI ​​generation period becomes a waiting period during which the game cannot be played, which may reduce convenience. Therefore, in this embodiment, the game is configured to allow (or permit) to progress during the AI ​​generation period. This makes it possible to continue playing the game even during the AI ​​generation period, thereby improving convenience.

[0027] In this embodiment, if the game progression unit 201, which provides the program data necessary for game progression to the terminal device 10, and the game medium generation unit 207, which executes the generation of the game medium, were both configured in a single server device 20, the control load on the single server device 20 would increase, potentially hindering game progression and the generation of the game medium. Therefore, in this embodiment, the game progression unit 201 and the game medium generation unit 207 are configured in different (individual) server devices 20. This suppresses situations where game progression and the generation of the game medium are hindered.

[0028] Furthermore, in this embodiment, the generated game medium is a game medium that is advantageous for completing the game compared to the non-generated game medium. This means that during the AI ​​generation period, the user must proceed with the game without being able to acquire a generated game medium that is advantageous to the user, which may be disadvantageous to the user. Therefore, in this embodiment, the game progression unit 104 is configured to change the content of the game during the AI ​​generation period (only during the AI ​​generation period) compared to the non-AI generation period. In particular, during the AI ​​generation period, the game content is configured to be advantageous to the user compared to the non-AI generation period. For example, during the AI ​​generation period, the system can be configured to change game-related parameters in a way that is advantageous to the user. For instance, the system can be configured to improve the parameters of user objects (attack power, defense power, speed, etc.) during the AI ​​generation period. Conversely, the system can be configured to decrease the parameters of enemy objects (attack power, defense power, speed, etc.) during the AI ​​generation period. Furthermore, during the AI ​​generation period, the game's environment (e.g., dungeon space, map space, floor space, etc.) can be configured to change in a way that is advantageous to the user. For example, the dungeon space can be configured to change during the AI ​​generation period so that battle events are less likely to occur. Also, the dungeon space can be configured to change during the AI ​​generation period so that healing events are more likely to occur. Furthermore, during the AI ​​generation period, the placement of game events can be configured to change in a way that is advantageous to the user. For example, during the AI ​​generation period, the placement of battle events in the dungeon space can be changed so that players are less likely to encounter battle events (for example, so that the number of battle events placed in the dungeon space decreases). Also, during the AI ​​generation period, the placement of healing events in the dungeon space can be changed so that players are more likely to encounter healing events (for example, so that the number of healing events placed in the dungeon space increases). Furthermore, during the AI ​​generation period, the content of game events can be configured to change in a way that is advantageous to the user. For example, during the AI ​​generation period, the content of battle events can be configured to change so that the number of enemy objects that appear decreases. Also, during the AI ​​generation period, the content of battle events can be configured so that the types of enemy objects that appear become weaker enemy objects.

[0029] Furthermore, as described above, during the AI ​​generation period, the game must proceed without the user being able to acquire a generated game medium that would be advantageous to the user, which could be disadvantageous to the user. Therefore, in this embodiment, the game progression unit 104 is configured to provide the user with a game medium that serves as a substitute for the generated game medium being generated (hereinafter referred to as "temporary game medium") during the AI ​​generation period (only during the AI ​​generation period). Here, the temporary game medium is collected (disappears) when the generated game medium is provided. Here, if the temporary game medium is configured to be advantageous for completing the game compared to the generated game medium, then the advantage in completing the game will decrease as the generated game medium is provided (and the temporary game medium is retrieved), which may reduce the game's appeal. Therefore, in this embodiment, the temporary game medium is configured to be disadvantageous for completing the game compared to the generated game medium. In other words, the generated game medium is configured to be advantageous for completing the game compared to the temporary game medium. For example, the temporary game medium can be configured to have lower parameters (attack power, defense power, speed, etc.) compared to the generated game medium. Alternatively, the temporary game medium can be configured to have lower rarity compared to the generated game medium.

[0030] Furthermore, the game progression unit 104 can be configured to generate special events during the AI ​​generation period. Here, the special events are events that occur only during the AI ​​generation period (events that do not occur during any other period outside of the AI ​​generation period).

[0031] Furthermore, during the AI ​​generation period (while the game is in progress), the game progress unit 104 displays (notifies) information on the display of the terminal device 10 indicating that the game medium generation unit 207 (AI model) is in the process of generating the game medium. In addition, upon completion of the generation of the game medium by the game medium generation unit 207 (AI model), the game progress unit 104 displays (notifies) information on the display of the terminal device 10 indicating that the generation of the game medium by the game medium generation unit 207 (AI model) has been completed. Once the generation of the generated game medium by the game medium generation unit 207 (AI model) is complete, the generated game medium is provided to the user. At this time, the game progress unit 104 can be configured to provide the generated game medium generated by the game medium generation unit 207 (AI model) to the user via an event upon completion of the generation of the generated game medium by the game medium generation unit 207 (AI model). Alternatively, the game progress unit 104 can be configured to provide the generated game medium generated by the game medium generation unit 207 (AI model) to the user without an event upon completion of the generation of the generated game medium by the game medium generation unit 207 (AI model). For example, the game progression unit 104 can be configured to trigger a granting event when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed. In the granting event, the generated game medium generated by the game medium generation unit 207 (AI model) is granted in place of the temporary game medium. At this time, the granting event may include a visual effect that shows the correspondence between the temporary game medium and the generated game medium granted in its place (for example, a visual effect showing the temporary game medium changing into the generated game medium). Here, the game progression unit 104 may be configured such that, when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed, if a specific event is occurring, the generated game medium generated by the game medium generation unit 207 (AI model) is granted upon completion of the specific event, and when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed, if a specific event is not occurring, the generated game medium generated by the game medium generation unit 207 (AI model) is granted upon completion of the generation of the generated game medium by the game medium generation unit 207 (AI model). For example, if a battle event is in progress when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed, a grant event can be triggered upon the completion of the battle event, and in that grant event, the generated game medium created by the game medium generation unit 207 (AI model) can be granted. On the other hand, if a battle event is not in progress when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed, a grant event can be triggered upon the completion of the generation of the generated game medium by the game medium generation unit 207 (AI model), and in that grant event, the generated game medium created by the game medium generation unit 207 (AI model) can be granted. On the other hand, if a selection event or recovery event is occurring when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed, a granting event may interrupt (occur) during the selection event or recovery event as a result of the completion of the generation of the generated game medium by the game medium generation unit 207 (AI model), and the generated game medium generated by the game medium generation unit 207 (AI model) may be granted in that granting event.

[0032] Furthermore, the game progression unit 104 can be configured to initialize the game media owned by the user (i.e., erase any generated game media previously granted to the user) when a game termination condition is met that makes it impossible for the user to continue playing the game (for example, when the user becomes incapacitated in battle). In particular, if a game termination condition is met while the game media generation unit 207 (AI model) is generating generated game media (during the AI ​​generation period), the system can be configured so that after the game media owned by the user is initialized, the user can acquire the generated game media that was being generated by the game media generation unit 207 (AI model) (the generated game media after completion).

[0033] The display control unit 105 outputs the game screen and the like to the display. The display control unit 105 also superimposes and draws various information notified from the server device 20 onto the game screen. The display control unit 105 also superimposes and draws UI objects controlled by the UI control unit 102 onto the game screen. Furthermore, the display control unit 105 is capable of generating images that associate digital information with real-world information (hereinafter referred to as "augmented reality images") and displaying them on the display. For example, the display control unit 105 can generate augmented reality images such as images that associate images captured by a camera with virtual images, and images that superimpose images captured by a camera with virtual images.

[0034] (Functional configuration of server device 20) Next, we will describe the functional configuration of the server device 20. Figure 3 shows the functional configuration of the server device 20. The server device 20 communicates with the terminal device 10 and implements functions to support the terminal device 10 in playing the game. For example, when the terminal device 10 downloads the game application for the first time, the server device 20 provides the terminal device 10 with the data necessary to run the game. Also, if the game provided by the game system 1 is a multiplayer game, the server device 20 communicates with each terminal device 10 participating in the game and implements functions to mediate communication between the terminal devices 10 and to control synchronization. As shown in Figure 3, the server device 20 functions as a control unit 200 and a storage unit 210 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, input / output IF 25, etc.

[0035] The memory unit 210 stores game programs and various data (game information, user information, etc.). In the memory unit 210, game information and user information are stored for each terminal device 10 (user account). The control unit 200 comprehensively controls the operation of the server device 20 by executing programs stored in the memory unit 210. For example, the control unit 200 transmits various data and programs to the terminal device 10. The control unit 200 includes a game progression unit 201 and a game medium generation unit 207. The control unit 200 can also function as other functional blocks (not shown) to support the progress of the game played on the terminal device 10, depending on the nature of the game being played. As described above, in this embodiment, the game progression unit 201 and the game media generation unit 207 are configured in different (individual) server devices 20.

[0036] The game progress unit 201 communicates with the terminal device 10 to support the progress of the game being played on the terminal device 10. For example, when the terminal device 10 is playing a game, the game progress unit 201 provides the terminal device 10 with information necessary for the game to progress. In particular, the game progression unit 201 is composed of a dungeon generation unit 203, an event setting unit 204, and an event execution unit 205. The dungeon generation unit 203 generates a dungeon space (field, map, floor, etc.) as the game progresses and transmits the generated dungeon space to the terminal device 10. As a result, the dungeon space displayed on the terminal device 10's display is updated as the game progresses. The user's position is displayed within the dungeon space.

[0037] The event setting unit 204 sets events in association with locations in the dungeon space according to the game program. Specifically, the event setting unit 204 sets events at predetermined locations in the dungeon space according to the game program. Here, the location where an event is set in the dungeon space (hereinafter referred to as the "event setting location") is determined randomly based on the game program. As described above, in this embodiment, the types of events provided include challenge events (battle events), recovery events, selection events, generation events, granting events, etc. The event setting unit 204 displays an event object corresponding to the set event type at the event setting location in the dungeon space. Here, the generation events may be configured to occur not in relation to the position in the dungeon space, but in response to the fulfillment of predetermined conditions. These predetermined conditions may include, for example, conditions related to the progress (level of progress) of the user object in the dungeon space, conditions related to the completion status (number of completed events), or combinations of these conditions. Furthermore, the granting events may not be set in relation to a location in the dungeon space, but rather may be configured to occur when predetermined occurrence conditions are met. For example, the predetermined occurrence conditions can be met (the granting event occurs) when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed. Also, if the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed while a specific event (e.g., a battle event) is occurring, the predetermined occurrence conditions can be met (the granting event occurs) when the specific event ends. If the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed while a specific event (e.g., a battle event) is not occurring, the predetermined occurrence conditions can be met (the granting event occurs) when the generation of the generated game medium by the game medium generation unit 207 (AI model) is completed. Furthermore, if the generation of the game medium by the game medium generation unit 207 (AI model) is completed while a predetermined event (for example, a selection event, a recovery event, etc.) is occurring, the predetermined event may be interrupted and the granting event may interrupt (occur) upon completion of the generation of the game medium by the game medium generation unit 207 (AI model).

[0038] The event execution unit 205 controls the execution (progress) of events. Specifically, the event execution unit 205 executes (proceeds with) each event set in the dungeon space when the event execution conditions for that event are met. In this embodiment, for each event set in the dungeon space, the event execution conditions for that event are met (the event is executed) when the user object (user position) reaches the event setting position for that event.

[0039] The game media generation unit 207 controls the generation of game media. Specifically, the server device 20 is equipped with (implemented) an artificial intelligence model (hereinafter referred to as the "AI (Artificial Intelligence) model"). In particular, the game medium generation unit 207 is configured to include the AI ​​model. The game medium generation unit 207 then uses the AI ​​model to generate game medium based on the input prompts. In this embodiment, game-related log data (e.g., action history) is used as a prompt. Here, the game-related log data can include various types of information, such as information about the path (footprints, trajectory, route, etc.) that the user followed (selected) in the dungeon space, information about the types of events completed, information about the content of successful tasks in task events, information about the types of enemy objects defeated in battle events, and information about the content of choices made by the user in selection events. One or more pieces of information selected from these various types of information can be used as a prompt. Here, the game-related log data is saved (stored) by the game progress unit 201 as it progresses (sequentially). Then, during the generation event, when the user taps the generation start icon, the game medium generation unit 207 selects one or more pieces of information from the stored log data (various types of information) and inputs the selected information as a prompt to the AI ​​model. Based on the input prompt, the AI ​​model generates a new game medium.

[0040] The AI ​​model can be either a machine learning-based AI or a rule-based AI. For example, the AI ​​model can be a generative AI (such as a Large Language Model (LLM) or a Large Concept Model (LCM)), an unsupervised AI, a supervised AI, or a reinforcement learning AI. For example, an AI model can be a generative AI using LLM, LCM, etc., as a pre-trained model. The AI ​​model learns through a learning process. Here, the AI ​​model is classified into a learning model and a pre-trained model depending on the progress of the learning process. The learning model is a neural network before the learning process is performed. The learning model becomes a trained model through a learning process based on learning data that includes input data and ground truth data. Input data is the data that is input to the AI ​​model. Ground truth data is the data that should be output when input data is input. By inputting multiple learning data into the learning model, the neural network is optimized and becomes a trained model. In this embodiment, the above prompt (log data related to the game) is used as the input data, and the generated game medium is used as the ground truth data. The trained model generates and outputs output data by inputting input data into the neural network (hereinafter referred to as the "generation process"). In this embodiment, the input data becomes the prompt, and the output data becomes the generated game medium. Furthermore, the learning process may be performed not only on the learning model but also on the pre-trained model. Additionally, the AI ​​model may be trained using general-purpose training data. In particular, it is preferable for the AI ​​model to be trained using big data. A neural network of a learning model or a pre-trained model consists of an input layer composed of multiple nodes, a hidden layer composed of multiple nodes, and an output layer composed of multiple nodes. A neural network may have multiple hidden layers. For example, a neural network can be configured as a fully connected neural network (a network in which the multiple nodes constituting each layer—the input layer, hidden layer, and output layer—are connected to all nodes in adjacent layers). The learning process involves adjusting the weight coefficients and biases of each node so that when input data (prompts) are input to the input layer, the correct data (generated game medium) is output from the output layer. On the other hand, the generation process involves processing the input data (prompts) input to the input layer using the weight coefficients and biases that have been pre-adjusted for each node, thereby generating output data (generated game medium) and outputting it from the output layer. The game medium generation unit 207 inputs input data (prompts) to the AI ​​model (trained model) and generates new game medium (generated game medium).

[0041] For example, the game media generation unit 207 (AI model) is composed of a data preprocessing unit, a learning unit, an inference unit, and a feedback unit. The data preprocessing unit performs preprocessing on the input data (prompt), including noise reduction, standardization, feature extraction, seed value (parameter information that controls randomness in the AI ​​model generation process, etc.), and generation ID (identifier information for data generated by the AI ​​model, etc.), and converts it into a format suitable for processing by the AI ​​model. The learning unit uses data generated by the data preprocessing unit to perform fine-tuning on the pre-built AI model. For fine-tuning, prompts are used as input data, and the generated game medium is used as output data. Furthermore, online learning or incremental learning is applied based on the learning progress and prediction accuracy. The inference unit uses a trained model to generate the optimal generated game medium in real time based on the input data (prompts) provided by the user. Alternatively, the inference unit may be configured to generate the optimal generated game medium in real time using data generated by the data preprocessing unit. The feedback unit accumulates feedback data each time based on the output of the inference unit. Using the collected feedback data, the learning unit performs periodic retraining or parameter adjustments to improve the accuracy of the AI ​​model.

[0042] As described above, the generated game medium can be composed of cards, characters, weapons, armor, tools, etc. In particular, the generated game medium is composed of multiple elements. These multiple elements include, for example, appearance (design / image), name, parameters (attack power, defense power, recovery power, speed, etc.), attributes, skills, and sound (voice, sound effects, etc.). Furthermore, some of the multiple elements that constitute the generated game medium can be generated by an AI model, while other elements can be generated without an AI model. For example, among the multiple elements that constitute the generated game medium, the appearance (design / image) can be generated by an AI model, while the name and parameters can be selected (selected by lottery) from a pre-set list.

[0043] (Example of game structure) Next, I will explain an example of a game structure. Game System 1 provides, for example, a dungeon exploration game. A dungeon exploration game is a game in which the player explores (conquers) a dungeon space. In other words, a dungeon exploration game is a game in which the player progresses through a dungeon space composed in a labyrinth (maze) format, following a path determined by the user's choices, and aiming to reach the depths of the dungeon space. Various events are placed within the dungeon space. In order to progress through the dungeon space, it is necessary to complete (clear) the various events placed within the dungeon space. In particular, the dungeon space contains challenge events (battle events), and users can progress further through the dungeon space by successfully completing the challenges imposed in these challenges. In these challenges, users must use game materials they own (cards, characters, weapons, armor, items, etc.) to take on the challenges. Alternatively, using game materials owned by the user can give them an advantage in taking on the challenges.

[0044] In this embodiment, two types of game media are provided: ungenerated game media and generated game media. Ungenerated game media are game media that are prepared in advance (by default) as data in the game. On the other hand, generated game media are game media generated by the game media generation unit 207 (AI model). Generated game media are game media that are advantageous in challenging tasks in challenge events compared to ungenerated game media. As a result, users can gain an advantage in progressing through the dungeon space by acquiring more generated game media. Non-generated game media can be configured to be awarded as a reward for successfully completing a task in a task event. Alternatively, non-generated game media can be awarded as a result of selecting a predetermined option in a choice event. The generated game medium can be acquired through a generation event and a granting event. In other words, in this embodiment, the generation event makes it possible to start the generation of the generated game medium by the game medium generation unit 207. Furthermore, the granting event makes it possible for the user to acquire the generated game medium created by the game medium generation unit 207.

[0045] The generation event can be configured to be placed within the dungeon space. Furthermore, the generation event can be configured to occur when predetermined conditions are met (for example, when the number of events that have been processed (occurred) reaches a predetermined number). In the generation event, an image including a generation start icon and information asking whether or not to start the generation of the game medium is displayed on the terminal device 10's display. When the user taps the generation start icon, the game medium generation unit 207 starts generating the game medium. At this time, the system can be configured to require the consumption of a price to start the generation of the game medium. Alternatively, the system can be configured to require the consumption of a price to acquire the game medium. Here, the generation event can be configured so that the generation of one game medium starts upon the user tapping the generation start icon, or so that the generation of multiple game mediums starts simultaneously. In particular, in this embodiment, upon the user tapping the generation start icon (and thus the start of the generation of the game medium), the generation event ends, and the user returns to exploring the dungeon space (progressing the game in the dungeon space). This allows users to progress through both exploration in the dungeon space (game in the dungeon space) and events placed within the dungeon space (game in the event space) while the generated game medium is being created.

[0046] The granting event occurs when the game medium generation unit 207 completes the generation of the generated game medium. For example, the granting event can be configured to be placed in the dungeon space when the game medium generation unit 207 completes the generation of the generated game medium. Alternatively, the granting event can be configured to occur automatically (forcibly) when the game medium generation unit 207 completes the generation of the generated game medium. In this case, if the generation of the generated game medium by the game medium generation unit 207 is completed while another event is occurring, the granting event can be configured to occur when the other event ends. During the granting event, the generated game medium generated by the game medium generation unit 207 is displayed on the terminal device 20's display, and the generated game medium is granted to the user. Here, granting the generated game medium means that the generated game medium is associated with the user's account. This makes it possible to challenge challenges in subsequent challenge events using the newly granted generated game medium.

[0047] (Examples) Next, embodiments of the present invention will be described. Figure 4 shows an example of the dungeon screen G1. Figure 5 shows an example of the battle screen G2. Figure 6 shows an example of the screen progression from the generation event to the granting event. In this embodiment, an example of a game provided by game system 1 being configured as a roguelike card game is described. A roguelike card game is a game that combines a roguelike game and a card game. Roguelike card games are games where the goal is to reach the deepest part of a dungeon space that is structured like a labyrinth (maze). In this dungeon space, multiple paths are set up to reach the deepest part, and the user can progress towards the deepest part of the dungeon space by choosing the path they want to take. In the roguelike card game, the dungeon screen G1 shown in Figure 4(a) is displayed on the terminal device 20. The dungeon screen G1 is a screen that shows the dungeon space. In addition, a map screen m shown in Figure 4(b) is displayed in part of the dungeon screen G1. The map screen m is a screen that shows a map of the dungeon space. For example, on the map screen m, the dungeon space is arranged in a grid, and the user can move through the dungeon space one square at a time. That is, on the map screen m, the user character (user object) CA1 is placed in the square corresponding to the user's position, allowing the user to check their current location. When the user selects the next square to move to, the user character CA1 reaches the selected square. Furthermore, various events are placed (set) in each square of the dungeon space. In this embodiment, each square has a battle event (lightning bolt icon shown in Figure 4(b)), a recovery event (heart icon shown in Figure 4(b)), a selection event (star icon shown in Figure 4(b)), etc. When the user (user character CA1) reaches a square, the event placed in that square is executed (occurs). After each event is completed, the dungeon screen G1 is displayed again on the terminal device 20's display, and it becomes possible to proceed through the dungeon space.

[0048] In this embodiment, the dungeon space is composed of multiple stages. By clearing (successfully completing) the battle event (a battle event against the stage boss enemy character CA2) located in the deepest square of each stage, the player can advance to the next stage. Furthermore, by clearing (successfully completing) the battle event (a battle event against the final boss enemy character CA2) located in the deepest square of the final stage, the game is cleared. Furthermore, if the user character CA1's HP reaches "0" before the game is cleared, it's game over. If the game is over, the player must retry the game from the first square of the first stage. In this case, whether the game is cleared or game over, the layout of the dungeon space changes, and the placement of various events within the dungeon space also changes. This allows the user to challenge themselves to conquer a new dungeon space.

[0049] In this embodiment, one play session is defined as the period from the start of exploration in a new dungeon space until the game is cleared or the game is over. During one play session, the user can acquire various game media (objects), such as card c. The game media (objects) acquired during one play session are lost at the end of that play session. Also, during one play session, the parameters of the user character CA1 change (for example, health value (HP) increases). The parameters of the user character CA1 that changed during one play session are reset at the end of that play session. As a result, if the game is cleared or the game is over, the owned game media (objects) and the parameters of the user character CA1 are reset. This allows the user to try the game again in an initial state. In particular, in this embodiment, if the game is cleared or the game is over, all card c (especially generated cards) acquired in various events are lost.

[0050] The battle event is an event in which the user engages in combat with an enemy character (enemy object) CA2. During the battle event, the battle screen G2 shown in Figure 5 is displayed on the terminal device 20's display. The user then uses a deck (draw pile) consisting of multiple cards c (game media) to engage in combat with the enemy character CA2. Specifically, the user uses cards c to make the user character CA1 fight against the enemy character CA2. The battle screen G2 displays the user character CA1, enemy character CA2, hand of cards, user character CA1's HP, enemy character CA2's HP, available points, etc. Each card c in the hand is composed of the following: display of the card c's name, display of the card c's cost, display of the card c's performance (attack power, defense power, skill details, etc.). Battles in battle events are turn-based, with the user's (user character CA1) turn (hereinafter referred to as "user turn") and the enemy character's (CA2) turn (hereinafter referred to as "enemy turn") taking place alternately. In each user turn, a predetermined number of cards c are dealt to the user as their hand from the deck. The user can then select and use a card c from their hand. In addition, a predetermined number of usable points are awarded in each user turn. Each card c has a set cost, and when a card c is used, the cost set for the used card c is deducted from the usable points. The used card c becomes a discard and cannot be used again until it is dealt to the hand again. In each user turn, the user can use cards c within the limits of the usable points that have been awarded. Each user turn ends based on the turn end operation. After each user turn ends, the enemy turn begins. During each enemy turn, enemy character CA1 performs attacks and uses skills against user character CA1. Once each enemy turn ends, the user's turn begins. In this embodiment, the types of card c include attack cards, defense cards, and skill cards. Attack cards are cards with high attack power. Defense cards are cards with high defense power. Skill cards are cards that improve the abilities (attack power, defense power, etc.) of user character CA1, or cards that decrease the abilities (attack power, defense power, etc.) of enemy character CA2. Furthermore, by using attack cards, users can inflict damage (reduce health) on enemy character CA2 according to the attack power set on the attack card. By using defense cards, users can reduce the damage (reduction in health) from attacks by enemy character CA2 during the enemy's turn according to the defense power set on the defense card. Additionally, by using skill cards, users can improve the abilities (attack power, defense power, etc.) of their character CA1, or decrease the abilities (attack power, defense power, etc.) of enemy character CA2. The user progresses through the battle by using card c to have user character CA1 attack, defend, or improve user character CA1's abilities. When user character CA1's attack reduces enemy character CA2's HP to "0", the user wins and clears (succeeds) the battle event. On the other hand, when enemy character CA2's attack reduces user character CA1's HP to "0", the user loses and it's game over. The battle event ends upon victory or defeat. Upon clearing (successfully completing) the battle event, the user returns to the dungeon space.

[0051] The recovery event restores the user character CA1's HP. When the recovery event is executed, a screen appears on the terminal device 20's display showing that user character CA1's HP is restored by taking a rest. The recovery event ends when this screen finishes displaying. After the recovery event ends, the player returns to the dungeon space. A selection event presents multiple options, and the user selects one of them based on their input via the operation reception unit 101. When a selection event is executed, the terminal device 20's display shows multiple options related to the actions of the user character CA1 in a predetermined story. The story progresses according to the option selected by the user, and the user is given benefits or disadvantages. Benefits may include, for example, the granting of card c, the granting of in-game currency, or an increase in the user character CA1's parameters (such as HP). Disadvantages may include, for example, the loss of card c, the loss of in-game currency, or a decrease in the user character CA1's parameters (such as HP). The selection event then ends in accordance with the end of the story.

[0052] In this embodiment, the card c is provided in two types: a non-generated card (non-generated game medium) and a generated card (generated game medium). A non-generated card is a card c that is pre-prepared (default) in the game. On the other hand, a generated card is a card c generated by the game medium generation unit 207 (AI model). At the start of each play, a predetermined number of cards c are assigned to the user. The cards c assigned to the user are added to the deck (draw pile). For example, at the start of each play, a list of candidate cards c to be assigned to the user (hereinafter referred to as "assigned card candidates") can be presented, and the user can select a card c from among the presented assigned card candidates and assign it to the user. In this case, the assigned card candidates can consist only of non-generated cards (no generated cards are included). Alternatively, as will be described later, the assigned card candidates may include generated cards acquired by the user during the previous play. Furthermore, users can acquire new cards c during a single play session. Cards c acquired by the user are added to the deck (draw pile). For example, new non-generated cards can be acquired upon clearing (successfully completing) a battle event. Also, new non-generated cards can be acquired upon selecting a predetermined option in a selection event. In particular, in this embodiment, new generated cards can be acquired through generation events and granting events. Furthermore, when a play ends, the user's cards c are reset. That is, when the previous play ends and the next play begins, at least some (for example, all) of the cards c acquired by the user in the previous play are removed (lost) when the next play begins. Here, when the previous play ends and the next play begins, the user may be given the generated cards selected by the user from among the generated cards acquired during the previous play. For example, at the start of each play, the generated cards acquired by the user during the previous play may be included as candidates for awarded cards. Alternatively, as a general rule, generated cards acquired by the user during the previous play session are not included in the list of candidate cards to be awarded. However, as an exception, if the game ends during the generation of a generated card by the game medium generation unit 207 (AI model) (hereinafter referred to as "target generated card") during the previous play session (when the game termination condition is met), the completed target generated card may be included in the list of candidate cards to be awarded at the start of the next play session.

[0053] Users can acquire generated cards through generation events and granting events. The generation event can be configured to occur, for example, when the number of squares that the user character CA1 has advanced through in the dungeon space reaches a predetermined number. Alternatively, the generation event can be configured to occur when the number of events the user has completed reaches a predetermined number. Alternatively, the generation event can be configured to occur when a stage is cleared. Furthermore, the generation event may be configured to be placed on the squares within the dungeon space. In this embodiment, it is possible to select (instruct) to start the generation of multiple (e.g., 10) generation cards at once during a generation event. However, it is also possible to configure the system so that it is possible to select (instruct) to start the generation of a single generation card during a generation event. For example, during a generation event, the generation selection screen G3 shown in Figure 6(a) is displayed on the display of the terminal device 20. The generation selection screen G3 displays a generation start icon ic1, a generation rejection icon ic2, and information requesting the user to select whether or not to start the generation of a predetermined number (e.g., 10) generation cards in response to the consumption of a predetermined price (items, in-game currency, etc.). On the generation selection screen G3, if the user taps the generation rejection icon ic2, the generation event ends and the user returns to the dungeon space. This allows the user to proceed through the dungeon space.

[0054] On the other hand, when the user taps the start generation icon ic1 on the generation selection screen G3, the display of the terminal device 20 displays the start generation screen G4 shown in Figure 6(b) instead of the generation selection screen G3. The start generation screen G4 displays information informing the user that a predetermined price has been consumed and the generation of the cards has begun. In particular, when the user taps the start generation icon ic1, a predetermined price is consumed and the game medium generation unit 207 (AI model) begins generating a predetermined number (for example, 10 cards). Here, in order for the AI ​​model to generate cards in real time, the time required for generation increases as the number of cards to be generated increases. Therefore, in this embodiment, when the start generation icon ic1 is tapped, the generation event is terminated without waiting for the completion of the generation of a predetermined number (for example, 10 cards) by the game medium generation unit 207 (AI model). In other words, when the generation start icon ic1 is tapped, the generation start screen G4 is displayed, the generation event ends, and the user returns to the dungeon space. This allows the user to progress through the dungeon space and execute various events (battle events, recovery events, selection events, etc.) set on the squares in the dungeon space while the game medium generation unit 207 (AI model) is generating cards (during the AI ​​generation period).

[0055] When the game media generation unit 207 (AI model) completes the generation of a predetermined number of cards (for example, 10 cards) (hereinafter referred to as "AI generation completion"), a granting event occurs. For example, if AI generation is completed while progressing through a dungeon space, the granting event can be configured to occur upon completion of AI generation. Also, if AI generation is completed while various events (battle events, recovery events, selection events, etc.) are in progress, the ongoing event can be interrupted and the granting event can occur upon completion of AI generation (in this case, the interrupted event will resume upon completion of the granting event). Furthermore, if AI generation is completed while a specific event (for example, a battle event) is in progress, the granting event can occur upon completion of that specific event. If AI generation is completed while other events (for example, recovery events, selection events, etc.) are in progress, the ongoing event can be interrupted and the granting event can occur upon completion of AI generation. Furthermore, if AI generation is completed during a battle event, the system may be configured such that no granting event occurs, and the generated card is added to the deck (deck) upon completion of AI generation (during the execution of the battle event) (in this case, the generated card added to the deck (deck) can be used in the battle event). Alternatively, upon completion of AI generation, a generation completion icon may be displayed on the terminal device 20's display, and the granting event may be triggered by the user tapping the generation completion icon at any time. The granting event may also be placed on a square in the dungeon space. In this embodiment, during the AI ​​generation period, the terminal device 20 displays generation information ic3 (for example, an icon showing the text "Generating") as shown in Figure 6(c). Then, upon completion of AI generation, the terminal device 20 displays generation completion information ic4 (for example, an icon showing the text "Generation Complete") as shown in Figure 6(d). Following the display of generation completion information ic4, an assignment event occurs. In this embodiment, during the granting event, a predetermined number (for example, 10 cards) of generated cards, generated by the game medium generation unit 207 (AI model), are granted to the user all at once. For example, during the granting event, the granting screen G5 shown in Figure 6(e) is displayed on the display of the terminal device 20. The granting screen G5 displays the predetermined number (for example, 10 cards) that have been generated, along with information indicating that the predetermined number of generated cards will be granted. As a result, the granted predetermined number of generated cards are added to the deck (draw pile). At this time, the configuration may also allow the user to select which generated cards to acquire (generated cards to add to the deck) from the predetermined number of generated cards. Once the predetermined number of generated cards have been granted, the granting event ends, and the user returns to the dungeon space.

[0056] In this embodiment, each generated card is composed of multiple elements, including a name, parameters (attack power, defense power, etc.), and appearance (design / image). The game media generation unit 207 generates the name and parameters of each generated card independently of the AI ​​model, while generating the appearance using the AI ​​model. For example, when the user taps the generation start icon ic1 (during the AI ​​generation period), the game media generation unit 207 first selects a name for each of the predetermined number (e.g., 10) of generated cards using a pre-prepared name list. That is, for each generated card, it selects one of several names registered in the name list (e.g., selected by lottery) and makes the selected name the name of the generated card. Next, for each generated card, it selects parameters using a pre-prepared parameter list. That is, for each generated card, it selects one of several parameters (combinations such as attack power and defense power) registered in the parameter list (e.g., selected by lottery) and makes the selected parameter the parameter of the generated card. Next, it starts generating the appearance of each generated card using an AI model.

[0057] In this embodiment, the system may also be configured so that, during the AI ​​generation period (and only during the AI ​​generation period), the user is given temporary cards to replace the cards being generated. That is, the system may be configured so that a temporary card corresponding to each of the predetermined number (for example, 10) cards being generated is given to the user. For example, upon completion of the generation event, the user is given temporary cards corresponding to each of the cards being generated. As a result, the given predetermined number (for example, 10) temporary cards are added to the deck. At this time, the system may also be configured so that the user can select which temporary cards to acquire (temporary cards to add to the deck) from among the predetermined number (for example, 10) temporary cards. This makes it possible to use temporary cards in battle events that are executed during the AI ​​generation period. As described above, the game media generation unit 207 completes the selection (generation) of the name and parameters among the elements constituting each generated card before starting the generation of the appearance. Therefore, for each temporary card, the name among the elements constituting the temporary card can be set to the name selected for the generated card corresponding to the temporary card (the generated card being generated). Also, for each temporary card, the parameters among the elements constituting the temporary card can be set to the parameters selected for the generated card corresponding to the temporary card (the generated card being generated). On the other hand, for temporary cards, the appearance among the elements constituting the temporary card can be set to a predetermined temporary appearance (temporary image). For example, all temporary cards can be set to have a common appearance (temporary appearance). Furthermore, the configuration in which a temporary card is provided as a substitute for a generated card that is currently being generated includes a configuration in which an incomplete generated card that is still being generated is provided to the user as a temporary card. For example, while the appearance of the generated card is being generated, a temporary generated card (a generated card in progress) containing only the name and parameters that have been decided in advance may be provided to the user, and when the generation of the generated card (generation of the appearance) is completed, the temporary generated card may be updated to the completed generated card. Furthermore, for each temporary card, it is also acceptable to configure it so that the parameters of the elements constituting that temporary card are set to be lower (weaker) than the parameters selected for the generated card corresponding to that temporary card (the generated card currently being generated). This will improve combat power when the generated card corresponding to each temporary card is acquired, thereby increasing the level of interest. Furthermore, the granting event can be configured so that a generated card corresponding to each temporary card is granted. In this case, by performing an animation for each temporary card that transforms into the generated card corresponding to that temporary card, it becomes possible to clarify the correspondence between each temporary card and the generated card that is granted in its place.

[0058] In this embodiment, during the granting event, a predetermined number (for example, 10 cards) of generated cards created by the game medium generation unit 207 (AI model) are granted to the user all at once. However, it is also acceptable to configure the system so that the predetermined number (for example, 10 cards) of generated cards created by the game medium generation unit 207 (AI model) are granted to the user sequentially as they are completed. Furthermore, in this embodiment, a predetermined price is consumed when selecting (instructing) the start of the generation of multiple (e.g., 10) generation cards during the generation event. However, in the granting event, a predetermined price may be consumed when a predetermined number (e.g., 10) of generation cards generated by the game medium generation unit 207 (AI model) are granted. In such a configuration, if the predetermined price cannot be paid when the predetermined number (e.g., 10) of generation cards generated by the game medium generation unit 207 (AI model) are granted, the generation cards may not be acquired until the predetermined price can be paid. Alternatively, if the predetermined price cannot be paid when the predetermined number (e.g., 10) of generation cards generated by the game medium generation unit 207 (AI model) are granted, the generation cards may be discarded. Furthermore, in this embodiment, a predetermined number (for example, 10 cards) of generated cards, generated by the game medium generation unit 207 (AI model), are given to the user during the granting event. However, it is also acceptable to configure the system so that a predetermined number (for example, 10 cards) of generated cards, generated by the game medium generation unit 207 (AI model), are given to the user without going through a granting event. In such a configuration, it is also acceptable to configure the system so that information indicating that a newly granted generated card has been added to the newly granted generated card for a predetermined period (for example, until the generated card is used) (for example, the word "NEW"). Furthermore, in this embodiment, during the granting event, a predetermined number (for example, 10 cards) of generated cards generated by the game medium generation unit 207 (AI model) are granted to the user all at once. However, it is also acceptable to configure the system so that granting events occur sequentially for each predetermined number (for example, 10 cards) of generated cards generated by the game medium generation unit 207 (AI model) as generation is completed, and the cards are granted to the user during these granting events.

[0059] (modified version) Although embodiments and examples of the present invention have been described above, various modifications can be made to the above embodiments and examples. For example, the above embodiments and examples describe an example in which the present invention is applied to a game system 1 that provides a dungeon exploration game (roguelike game). However, the present invention may also be applied to game systems that provide other games such as FPS games, RPG games, sports games, action games, location-based games, puzzle games, and card games. Furthermore, the examples described above in the embodiments and modifications are merely examples, and the present invention may be realized by adding, combining, partially deleting, or replacing other components. Furthermore, in the examples described above for the embodiments and modifications, known configurations not explicitly stated in the specification (configurations known at the time of filing) may be applied as appropriate.

[0060] (Note) Some of the features of the present invention are described below.

[0061] (First invention) "assignment" To improve convenience. "Solution" The program according to the first invention causes a computer (10,20) to function as a generation means (207) that executes the generation of a game medium (generated game medium) using an AI (AI model) based on log data related to the game, and as a progression means (104,201) that enables the game to progress (progress in the dungeon space, execution of events) while the game medium (generated game medium) is being generated by the generation means (207) (during the AI ​​generation period). "effect" During the generation of the game medium (generated game medium), game progression (advancing through dungeon spaces and executing events) becomes possible, improving convenience.

[0062] (Second invention) "assignment" To improve convenience. "Solution" In the program according to the second invention, during the generation of the game medium (generated game medium) by the generation means (207) (during the AI ​​generation period), a notification (generation information ic3) indicating that the game medium (generated game medium) is being generated is executed. "effect" Based on the notification (generation information ic3), it becomes possible to understand that the game medium (generated game medium) is being generated, thereby improving convenience.

[0063] (Third invention) "assignment" To improve convenience. "Solution" The program according to the third invention is provided in the program according to the first or second invention during the generation of a game medium (generated game medium) by the generation means (207) (during the AI ​​generation period) with a substitute game medium (temporary game medium) for the generated game medium (generated game medium). "effect" During the generation of the game medium (generated game medium) (during the AI ​​generation period), it becomes possible to progress through the game (advance through the dungeon space, execute events) using a substitute game medium (temporary game medium) that will replace the generated game medium (generated game medium), thereby improving convenience.

[0064] (Fourth invention) "assignment" To improve convenience. "Solution" The program according to the fourth invention is such that, in the program according to the first or second invention, during the generation of a game medium (generated game medium) by the generation means (207) (during the AI ​​generation period), game-related parameters (user object parameters, enemy object parameters, etc.) change. "effect" During the generation of the game medium (generated game medium) (during the AI ​​generation period), it becomes possible to change game-related parameters (user object parameters, enemy object parameters, etc.) to benefit the user, thereby improving usability.

[0065] (Fifth invention) "assignment" To improve convenience. "Solution" The program relating to the fifth invention is such that, in the program relating to the first or second invention, the game field (dungeon space, map space, floor space, etc.) changes during the generation of the game medium (generated game medium) by the generation means (207) (during the AI ​​generation period). "effect" During the generation of the game medium (generated game medium) (during the AI ​​generation period), it becomes possible to change the game-related fields (dungeon space, map space, floor space, etc.) to be advantageous to the user, thereby improving usability.

[0066] (The sixth invention) "assignment" To improve convenience. "Solution" The program according to the sixth invention is such that, in the program according to the first or second invention, when the generation of a game medium (generated game medium) by the generation means (207) is completed, if a specific event (such as a battle event) is not occurring, the generated game medium (generated game medium) is granted upon completion of said generation, and if a specific event (such as a battle event) is occurring, the generated game medium (generated game medium) is granted upon completion of said specific event (such as a battle event). "effect" This will reduce the likelihood of certain events (such as battle events) being disrupted, thereby improving convenience.

[0067] (The seventh invention) "assignment" To improve convenience. "Solution" The program according to the seventh invention is such that, in the program according to the first or second invention, if a predetermined condition (game termination condition) is met during the generation of a game medium (generated game medium) by the generation means (207) (during the AI ​​generation period), the generated game medium (generated game medium) can be acquired after the game medium (game medium) owned by the user has been initialized. "effect" Even if a predetermined condition (game termination condition) is met during the generation of the game medium (generated game medium) (during the AI ​​generation period), it becomes possible to obtain the generated game medium (generated game medium), thereby improving convenience.

[0068] (The eighth invention) "assignment" To improve convenience. "Solution" The system according to the eighth invention comprises a computer (10, 20) that functions as a generation means (207) that performs the generation of a game medium (generated game medium) using an AI (AI model) based on log data related to a game, and a progression means (104, 201) that enables the game to progress (progress in the dungeon space, execution of events) during the generation of the game medium (generated game medium) by the generation means (207) (during the AI ​​generation period). "effect" During the generation of the game medium (generated game medium), game progression (advancing through dungeon spaces and executing events) becomes possible, improving convenience.

[0069] Furthermore, the first to eighth inventions described above can be adapted as appropriate to inventions of apparatus, systems, media, and methods. [Explanation of Symbols]

[0070] 1. Game System 2 Network 10 Terminal devices 20 Server Devices 101 Operation Reception Section 102 UI Control Unit 104 Game Management Section 105 Display Control Unit 201 Game Management Department 203 Dungeon Generation Unit 204 Event Settings Section 205 Event Execution Department 207 Game Media Generation Unit

Claims

1. Computers, A generation means that performs the generation of game media using AI based on log data related to the game, During the generation of the game medium by the generation means, the means that enables the game to progress is provided to function as a progression means. A program in which, during the generation of a game medium by the generation means, parameters related to the game change to be advantageous to the user compared to when the game medium is not being generated by the generation means.

2. Computers, A generation means that performs the generation of game media using AI based on log data related to the game, During the generation of the game medium by the generation means, the means that enables the game to progress is provided to function as a progression means. A program in which, while the game medium is being generated by the generation means, the game-related fields change to be advantageous to the user compared to when the game medium is not being generated by the generation means.

3. Computers, A generation means that performs the generation of game media using AI based on log data related to the game, During the generation of the game medium by the generation means, the means that enables the game to progress is provided to function as a progression means. A program to which, during the generation of a game medium by the generation means, a game medium that serves as a substitute for the generated game medium is provided.

4. A generation means that performs the generation of game media using AI based on log data related to the game, During the generation of the game medium by the generation means, the system includes a computer that functions as a means for enabling the game to progress, A system in which, during the generation of a game medium by the generation means, parameters related to the game change in a manner that is advantageous to the user compared to the non-generation of the game medium by the generation means.

5. A generation means that performs the generation of game media using AI based on log data related to the game, During the generation of the game medium by the generation means, the system includes a computer that functions as a means for enabling the game to progress, A system in which, during the generation of a game medium by the generation means, the game field changes in a manner that is advantageous to the user compared to the period when the game medium is not being generated by the generation means.

6. A generation means that performs the generation of game media using AI based on log data related to the game, During the generation of the game medium by the generation means, the system includes a computer that functions as a means for enabling the game to progress, A system in which, during the generation of a game medium by the generation means, a game medium that serves as a substitute for the generated game medium is provided.

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