Programs and Information Processing Systems
By classifying player life logs to trigger in-game events, the system improves game engagement and immersion, addressing the lack of interestingness in existing games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2025-07-31
- Publication Date
- 2026-04-27
AI Technical Summary
Existing games lack interestingness and engagement, requiring improvements to enhance player interaction and experience.
A computer system that acquires and classifies a player's life log into categories corresponding to game characters, triggering specific events based on predetermined conditions, integrating real-world activities with virtual gameplay.
Enhances the interestingness and engagement of games by personalizing events based on real-world actions, creating a more immersive and interactive gaming experience.
Smart Images

Figure 0007852130000001_ABST
Abstract
Description
Technical Field
[0007]
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, it has been known to record a life log and use it for games and the like (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in games, it is required to improve the interestingness.
[0005] An object of the present invention is to improve the interestingness of games.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is caused to acquire a player's life log, classify the acquired life log into a plurality of categories corresponding to each of a plurality of characters in the game, and cause a specific event to occur when a predetermined condition set for each character is satisfied based on the life log classified into each category. A program is provided.
Effects of the Invention
[0007] According to the present invention, the interestingness of games can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This is a diagram showing an example of a gameplay screen. [Figure 4] This diagram illustrates the classification of life logs and the occurrence of events based on those life logs. [Figure 5] This figure shows an example of a display related to character events. [Figure 6] This figure shows an example of a display related to character events. [Figure 7] This flowchart shows an example of the processing related to events occurring based on life logs. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (computer, information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). 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.
[0015] In this embodiment, the program may be a program that implements the game using the terminal device 10. Alternatively, the program may be a program that implements the game through cooperation between the terminal device 10 and the server 20. The game implemented through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. Furthermore, the program may be a program that implements the game through cooperation between multiple terminal devices 10. In addition, various types of data include, for example, game-related data such as user information and game information, and instructions and notifications sent and received between the terminal device 10 and the server 20.
[0016] Storage 23 is an auxiliary storage device. Storage 23 is composed of a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game are stored in Storage 23.
[0017] Communication IF 24 controls the transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.
[0018] Input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. Input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting images.
[0019] The terminal device 10 (computer, information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and expands it in the memory 12. The processor 11 executes the expanded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. 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.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, magnetic sensor, GPS sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that have been registered in advance. The method of registering accounts is not particularly limited. For example, a terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, and I / O IF 25, etc. The storage unit 220 stores various data used by the control unit 210. These various data include, for example, programs, game information, and user information. The program is a program for realizing a game. The game information and user information are data that the control unit 210 refers to when executing the program.
[0032] In this embodiment, the term "program" may include programs executed on the server 20 side as well as programs executed on the terminal device 10 side. Furthermore, the storage unit 220 may store both the programs executed on the server 20 side and the programs executed on the terminal device 10 side.
[0033] Game information is shared across accounts. This includes, for example, information defining various virtual spaces. A virtual space is a space where various objects are placed, such as objects of characters used (operable by the user) (hereinafter referred to as "player characters"). Game information includes, for example, setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."
[0034] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be the value that the user owns in the virtual space. Examples of such value (in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and crypto assets. In other words, the storage unit 220 may store information such as the electronic currency, items, or characters owned by each user, associated with identification information that can identify each user. In this embodiment, "granting (or allowing the user to acquire)" a predetermined value such as an item can also be said to store it in the predetermined storage unit, linked to the user's account, as value owned by the user.
[0035] The control unit 210 controls various processes related to the game by executing a program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211 and a game control unit 212.
[0036] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support multiplayer functionality, and data to be synchronized from each terminal device 10, and passes them to the game control unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.
[0037] A multiplayer function may be a function that synchronizes the game processing of multiple accounts. When multiple accounts logged into the information processing system 1 participate in the same game, the server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function.
[0038] The game control unit 212 provides the game to the terminal device 10 by executing calculation processing described in the program in response to requests from the terminal device 10.
[0039] The game control unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on the object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0040] Furthermore, the game control unit 212 places player characters and player objects 30 (described later) used by the player in the virtual space based on information transmitted from the terminal device 10. The game control unit 212 also performs various judgment processes related to the progress of the game based on information transmitted from the terminal device 10. For example, the game control unit 212 controls objects and performs various judgment processes based on user information input into the terminal device 10.
[0041] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The game control unit 212 also commands the transmission / reception unit 211 to send game information or user information. For example, when the server 20 sends information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events caused by an operation entered on one terminal device 10 to other terminal devices 10.
[0042] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, programs, game information, and user information. The program is a program for implementing a game on the terminal device 10 side. The game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0044] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing a program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a location information acquisition unit 116.
[0045] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0046] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0047] In this embodiment, it can also be said that a user moving in real space and changing the location information described later is one form of input operation.
[0048] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0049] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information related to input operations received by the operation reception unit 111, as well as user information such as location information, which will be described later.
[0050] The game control unit 113 performs various processes related to the progress of the game. Based on the user's input detected by the operation reception unit 111, the game control unit 113 identifies the user's instructions. Based on the identified instructions, the game control unit 113 performs various judgment processes related to the progress of the game. Furthermore, based on the results of the judgment processes, the game control unit 113 communicates with the server 20 (in cooperation with the game control unit 212) to advance the game.
[0051] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game control unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game control unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view. The game control unit 113 instructs the display control unit 114 to display an image on the display unit 18 according to the progress of the game.
[0052] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view at a specific orientation. In doing so, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include the player character, the player object 30 described later, and NPCs that operate based on a program. NPCs include so-called enemy characters, etc.
[0053] The display control unit 114 displays various screens (various images) on the display unit 18 according to the progress of the game, based on instructions from the game control unit 113. Specific examples are given below.
[0054] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game control unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0055] Furthermore, the control unit 110 of the terminal device 10 may place objects in the virtual space and display a predetermined area of the virtual space on the display unit 18 based on object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Alternatively, the control unit 210 of the server 20 may place objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to object control based on user information, virtual camera control, and generation of images to be displayed on the display unit 18 may be performed by the server 20 or by the terminal device 10.
[0056] The location information acquisition unit 116 acquires location information indicating the user's location in the real world (the user's current location). The location information only needs to indicate the user's location in the real world, as identified by an account or the like. Various methods for acquiring location information have been known for some time, and publicly known methods can be used. For example, the location information acquisition unit 116 may acquire location information using the GPS sensor provided by the terminal device 10 to which the user is logged into the account. Alternatively, the location information acquisition unit 116 may acquire location information acquired by a user's device (described later), such as a smart device that is linked with the terminal device 10 (e.g., a smartphone) (e.g., linked via the user's account, or linked via wireless communication), as location information indicating the location of the user logged into the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi or Bluetooth (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). Furthermore, the location information acquisition unit 116 may be provided, for example, in the control unit 210 of the server 20.
[0057] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processing according to this embodiment will be described as being performed by the processor 11 of the terminal device 10 or the processor 21 of the server 20 executing a program stored in the information processing system 1. However, at least a portion of the processing performed by the processor 11 in each of the processing according to this embodiment may be executed by a processor other than the processor 11. Also, at least a portion of the processing performed by the processor 21 in each of the processing according to this embodiment may be executed by a processor other than the processor 21. For example, one of the control unit 110 and the control unit 210 may perform part or all of the processing performed by the other. In this embodiment, the computer that executes the program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices. The program appearing in this embodiment may be recorded and provided on a computer-readable non-temporary recording medium.
[0059] The configuration according to this embodiment can be applied, for example, to location-based games that link the user's (hereinafter referred to as "player") location in real space with their location in virtual space. The following description will explain the case where the configuration according to this embodiment is applied to such a location-based game.
[0060] As shown in Figure 3, the game control unit 212 places a player object 30 (a player object 30 linked to the player's account) corresponding to the player operating the terminal device 10 at a position in the virtual space that corresponds to the player's position in the real world (the position indicated by the position information). The game control unit 212 then moves the player object 30 in the virtual space in conjunction with the player's movement in the real world. Figure 3 is an example of a play screen displayed on the display unit 18 when a player plays the game.
[0061] In other words, in this embodiment, the game control unit 212 moves the player object 30 of the player in the virtual space based on the player's position information, which is information from the player. Alternatively, the game control unit 212 may also move the player object 30 of the player in the virtual space based on operation information related to input operations to the input unit 17 (for example, operations such as moving a finger in any direction while touching the touchscreen 16 (i.e., swiping)), which is information from the player.
[0062] In this embodiment, the player object 30 is a vehicle (specifically, a tank) ridden by a character owned by the player. In other words, the player object 30 is a vehicle owned by the player. However, the player object 30 is not limited to this, and may be, for example, a character owned by the player, or a specific shape. That is, for example, the player object 30 may display a vehicle related to the player, or it may display one character related to the player, multiple characters (for example, a display of multiple characters connected together), or a specific shape.
[0063] In this embodiment, the virtual space is a virtual space that reflects at least a part of the real space. In other words, the virtual space in this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space (on the map in the game), virtual objects corresponding to the locations where roads, mountains, rivers (or buildings), etc., are located in the real space are placed. However, the virtual space does not necessarily have to have virtual objects placed at locations corresponding to the locations where roads, mountains, rivers, etc., are located in the real space. That is, as long as each point in the virtual space corresponds to each point in the real space, the location and type of various virtual objects in the virtual space do not have to reflect the location and type of various objects in the real space.
[0064] In location-based games and similar games, multiple objects associated with predetermined events (hereinafter referred to as "event objects 33") are placed in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the player approaches that event object 33 (for example, by approaching it and performing an operation on the event object 33 displayed on the display unit 18, such as a touch operation).
[0065] In location-based games, approaching a specific event object 33 placed in virtual space can be interpreted as approaching the specific event object 33 in virtual space, or as reaching a position in real space corresponding to the virtual space location where the specific event object 33 is placed (or approaching the specific event object 33 in real space). In other words, in the following explanation, "player's position" can be interpreted as the player's position in real space, or as the virtual space position corresponding to the player's position in real space. Similarly, "event object 33's position" can be interpreted as the event object 33's position in virtual space, or as the real space position corresponding to the virtual space location where the event object 33 is placed.
[0066] When an event object 33 that triggers a specific event is placed in the virtual space, the game control unit 113 triggers a specific event corresponding to the event object 33 based on the player reaching a real-world location corresponding to the virtual space location where the event object 33 is placed. The location where the event object 33 is placed in the virtual space can also be considered the location where a predetermined event is set.
[0067] The event object 33 includes, for example, an item spot 33a corresponding to an event such as acquiring an item, and an enemy object 33b corresponding to an event such as battling an enemy character. The game control unit 113 grants the player an item corresponding to a specific item spot 33a based on the player reaching a real-world location corresponding to the virtual-world location where the specific item spot 33a is located. The game control unit 113 also initiates a battle event against a specific enemy character based on the player reaching a real-world location corresponding to the virtual-world location where an enemy object 33b relating to a specific enemy character is located. The game control unit 113 may also grant the player a reward based on the player fulfilling predetermined conditions in the battle event (for example, winning).
[0068] The event associated with event object 33 may be an event that can be played in multiplayer mode (in other words, an event that can be played by at least two or more people). Approaching event object 33 that corresponds to an event that can be played in multiplayer mode may start an event that is played in multiplayer mode (for example, an event in which players cooperate to fight enemies (a so-called raid battle)). The appearance of event object 33 is not particularly limited and may be the shape of an item, a building, a character, or a predetermined symbol. The event associated with event object 33 may proceed and end automatically without player intervention, or it may be an event that is progressed through player intervention (for example, by controlling a character).
[0069] In this embodiment, player operations (e.g., touch operations) on event objects 33 located within a predetermined range (also known as the operable range; hereinafter referred to as "available range X") from the player object 30 in the virtual space are enabled. The game control unit 113 generates an event corresponding to the operated event object 33 when the player moves the player object 30 so that the event object 33 that the player wants to use (generates a corresponding event) is located within the available range X, and performs an operation on the event object 33. In other words, in this embodiment, when the player reaches a position in the real space that corresponds to the position where a specific event object 33 is located in the virtual space (specifically, by reaching that position and performing a predetermined operation (e.g., a touch operation on the specific event object 33)), the event corresponding to that specific event object 33 becomes available. The player can use event objects 33 that are located within the available range X. The game control unit 113 determines whether an event object 33 is located within the available range X and controls event objects 33 located within the available range X to be available for use. In this context, "available" means that it is possible to trigger the events set in event object 33, etc.
[0070] The usable range X may be, for example, a circular area of a predetermined size centered on the player object 30 (in other words, the player's position). The shape of the usable range X is not limited to a circle, nor is it limited to an area centered on the player object 30. The usable range X can also be described as the range available to the player in the virtual space. The usable range X is determined according to the player's position in the real world (based on the player's position information) and fluctuates according to the player's position in the real world. The display control unit 114 displays an indication of the usable range X (a circular indication in Figure 3) on the display unit 18, making the usable range X recognizable to the player. However, the display unit 18 may not display an indication of the usable range X.
[0071] In this embodiment, a predetermined object such as a player object 30 is displayed in the virtual space at a position corresponding to the player's position in the real world, but it may also be configured so that it is not displayed. Even in such a configuration, an event corresponding to the event object 33 can be generated based on the player's operation on the event object 33 located within the usable range X determined according to the player's position in the real world. Similarly, in games that can be played in first-person view, such as games that can be switched from a third-person view that displays the player object 30 to a first-person view in which the player object 30 is hardly displayed, a usable range X in which operations are possible may be set for each person.
[0072] The game control unit 113 may switch between two modes based on the player's operation: a manual mode in which the game progresses by approaching an event object 33 and generating a corresponding event based on an operation (e.g., touch operation) performed on the event object 33, and an automatic mode in which the player automatically generates an event corresponding to the approached event object 33 (without requiring touch operation, etc.) when the player approaches the event object 33. In other words, in automatic mode, the game control unit 113 may automatically generate an event corresponding to a specific event object 33 when that specific event object 33 is located within the usable range X. Among the event objects 33, there may be event objects 33 in which an event corresponding to that event object 33 is automatically generated when the player approaches it (e.g., when it is located within the usable range X), regardless of whether it is set to manual mode or automatic mode. Furthermore, even when set to automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) performed on the event object 33. The switching between manual mode and automatic mode may be performed automatically based on the fulfillment of predetermined conditions (e.g., triggered by the start of a predetermined event, etc.).
[0073] In location-based games, where real space and virtual space are associated, each point in real space corresponds to each point in virtual space. In other words, the correspondence between each point in real space and each point in virtual space is stored in a predetermined memory unit (for example, memory unit 220 or memory unit 120). Therefore, setting a predetermined setting for a specific point in virtual space can be said to be the same as setting a predetermined setting for a specific point in real space. Similarly, setting a predetermined setting for a specific point in real space can be said to be the same as setting a predetermined setting for a specific point in virtual space. That is, for example, placing a specific event object 33 at a specific point in virtual space can be said to be the same as placing an event object 33 at the corresponding specific point in real space. Also, for example, setting a specific range in virtual space as a range related to a predetermined control can be said to be the same as setting a corresponding specific range in real space as a range related to a predetermined control. These settings may be made by the game operator or by the player.
[0074] (Acquiring life logs) In the game of this embodiment, the player's life log is collected and used for various processes. The game control unit 113 acquires the player's life log.
[0075] A life log can be described as recorded data that documents a player's actions and experiences. It can also be described as information about a player's real-world activities. A life log may include information about the player's sleep, gameplay, exercise, reading, educational activities, music-related activities, social networking service (SNS) activities (e.g., posting, browsing), meals, shopping, travel, and sightseeing. Furthermore, a life log may include information about the player's image (photos, videos, etc.) capture. Furthermore, life logs may include information about the player's movement (including information about steps taken). Life logs can also be called activity logs.
[0076] There are no particular limitations on how to obtain life logs, but one example is shown below.
[0077] The game control unit 113 may acquire information regarding the use of various applications as a life log. Specifically, the game control unit 113 may acquire information regarding the launch time of various applications as a life log. In addition, the game control unit 113 may acquire information regarding the number of times various applications have been launched as a life log. Here, "various applications" can also be said to be applications installed on the terminal device 10 or the user device described later (applications usable on the terminal device 10, etc.). The various applications may or may not include the game application according to this embodiment.
[0078] The game control unit 113 may acquire information obtained by camera capture as a life log. Specifically, the game control unit 113 may acquire images (photos, videos, etc.) captured by the camera as a life log. The game control unit 113 may also acquire additional information (e.g., tags, metadata, etc.) attached to the image as a life log. Both the image and the additional information may be acquired as a life log (for example, the image and the additional information as a set of information), or only one of them may be acquired. Additional information may include, for example, information indicating the shooting location, information indicating the date and time of shooting, information indicating the shooting period, information indicating what is in the image or the scene (shooting situation), information indicating the person in the image, and information indicating the length of the video. Additional information may be automatically added when shooting is performed, or it may be added manually by the player, etc. Additional information may also be added based on image analysis by AI (Artificial Intelligence).
[0079] The game control unit 113 may acquire audio information obtained by a microphone or the like as a life log.
[0080] The game control unit 113 may acquire information obtained using various sensors (for example, acceleration sensors, angular velocity sensors, magnetic sensors, GPS sensors, motion sensors, gaze sensors, biopotential sensors, fingerprint sensors, breath sensors, pressure sensors, or image sensors) as a life log. Specifically, the game control unit 113 may acquire information obtained using various sensors, such as location information, distance traveled, number of steps, speed of movement, calories burned, sleep duration, images, or audio information, as a life log.
[0081] The camera, microphone, and various sensors used to acquire life logs may be located on the terminal device 10 (for example, the terminal device 10 carried by the player), or on a separate device carried by the player (hereinafter referred to as the "user device"). The user device may be a device worn by the player (for example, a wearable device such as glasses, rings, bracelets, watches, accessories, clothing, or contact lenses, or an implantable device). The user device may be connected to the terminal device 10 by wireless communication, thereby allowing the game control unit 113 to acquire life logs via the user device (for example, via the user device's camera, microphone, and various sensors). Alternatively, the user device may be connected to the server 20 or the terminal device 10 via the network 2, thereby allowing the game control unit 113 to acquire life logs via the user device (for example, via the user device's camera, microphone, and various sensors).
[0082] The game control unit 113 may acquire input information entered by the player as a life log (which can also be described as a record of actions taken). For example, the operation reception unit 111 may accept an operation by the player to input a life log, and the game control unit 113 may acquire the life log entered by the player. For example, the operation reception unit 111 may accept an operation by the player to input records related to the various actions described above. For example, the operation reception unit 111 may accept operations to input records related to sleep, exercise, reading, studying, eating, shopping, travel, and sightseeing as life log input operations. Records related to various actions may include the time spent on each action, the number of times each action was performed, the time of day when each action was performed, and the content of each action performed. For example, an operation to input a record related to exercise may include an operation to input the time spent on exercise and the content of the exercise performed. Furthermore, the operation of entering records related to meals may include operations such as entering the number of meals eaten, the time of day when meals were eaten, and the content of the meals eaten.
[0083] The game control unit 113 may acquire output information output by an application capable of managing life logs as life logs. This output information may be information obtained from a camera, microphone, or various sensors, or information obtained by analyzing input information (which can also be called primary information) entered by the player (which can also be called secondary information). For example, known applications include those capable of recording and managing steps, calories burned, exercise records, sleep records (sleep duration, etc.), and meal records (for example, applications that can calculate and record this information from various types of information). The game control unit 113 may acquire output information output by such applications (information recorded by various applications; for example, information regarding steps, calories burned, exercise records, sleep records, meal records, etc.) as life logs. The application related to the game in this embodiment may also function as this type of application. Such applications may be, for example, applications installed on the terminal device 10 or the user device. The game control unit 113 may acquire output information from various applications via the network 2. In other words, the output information may be stored on a server or the like related to the various applications. Furthermore, information obtained by analyzing information acquired from various sensors (primary information), such as the output information output by these various applications (secondary information), can also be considered information acquired using various sensors. This analysis may be performed by the various applications, or by the game application according to this embodiment (for example, by the game control unit 113).
[0084] (Classification of life logs) The game control unit 113 classifies the acquired life logs. In this embodiment, as illustrated in Figure 4, the game control unit 113 classifies the acquired life logs into multiple categories: "sleep," "gameplay," "exercise," "reading," "education," "music," "SNS," "eating," "shopping," "travel / sightseeing," "photography," and "movement." It can also be said that the game control unit 113 classifies the acquired life logs according to the type of action (specifically, the player's actions) indicated by the life logs. The categories may also include categories such as "conversation," which will be described later.
[0085] Specifically, the game control unit 113 determines, for each acquired life log, whether it is information about the player's sleep-related activities, information about the player's game-playing activities, information about the player's exercise-related activities, information about the player's reading-related activities, information about the player's education-related activities, information about the player's music-related activities, information about the player's social media-related activities, information about the player's eating-related activities, information about the player's shopping-related activities, information about the player's travel and sightseeing-related activities, information about the player's taking of images (photos, videos, etc.), or information about the player's movement-related activities.
[0086] The game control unit 113 then classifies each acquired life log into the "Sleep" category if it contains information about sleep-related activities performed by the player. It also classifies the life log into the "Gameplay" category if it contains information about gameplay-related activities performed by the player. Furthermore, it classifies the life log into the "Exercise" category if it contains information about exercise-related activities performed by the player. It also classifies the life log into the "Reading" category if it contains information about reading-related activities performed by the player. Finally, it classifies the life log into the "Education" category if it contains information about education-related activities performed by the player. And finally, it classifies the life log into the "Music" category if it contains information about music-related activities performed by the player. Furthermore, if the life log contains information about the player's SNS-related activities, the game control unit 113 classifies that life log into the "SNS" category. Furthermore, if the life log contains information about the player's eating-related activities, the game control unit 113 classifies that life log into the "Eating" category. Furthermore, if the life log contains information about the player's shopping-related activities, the game control unit 113 classifies that life log into the "Shopping" category. Furthermore, if the life log contains information about the player's travel or sightseeing-related activities, the game control unit 113 classifies that life log into the "Travel / Sightseeing" category. Furthermore, if the life log contains information about the player's image-taking-related activities, the game control unit 113 classifies that life log into the "Photography" category. Furthermore, if the life log contains information about the player's travel-related activities, the game control unit 113 classifies that life log into the "Travel" category.
[0087] The game control unit 113 also classifies each acquired life log according to which of several types of user actions the life log relates to. For example, if the acquired life log relates to a first type of action, the game control unit 113 classifies that life log into the first category. If the acquired life log relates to a second type of action, the game control unit 113 classifies that life log into the second category. If the acquired life log relates to a third type of action, the game control unit 113 classifies that life log into the third category.
[0088] There are no particularly limited methods for classifying life logs, but one example is shown below.
[0089] For example, the game control unit 113 may acquire information regarding the use of various applications (e.g., information regarding the launch time and number of times each application is launched) as a life log, and classify the acquired life log according to the type of application. For example, if the acquired life log indicates that the player used a food-related application (e.g., an application that allows users to view recipes, or an application that allows users to view restaurant information (e.g., reviews)) (i.e., if it relates to food-related behavior), the game control unit 113 will classify the life log into the "Food" category. Also, if the acquired life log indicates that the player used a music-related application (i.e., if it relates to music-related behavior), the game control unit 113 will classify the life log into the "Music" category.
[0090] Thus, the game control unit 113 may classify each acquired life log into a category according to the type of application related to that life log. If each acquired life log is information obtained based on the use of various applications, classifying each life log according to the type of application related to that life log allows for classification according to the type of action taken by the player. Note that "information obtained based on the use of various applications" is not limited to information regarding the launch time or number of launches of various applications, but also includes output information output by various applications (for example, an application capable of managing life logs). That is, for example, if the game control unit 113 acquires output information from an application capable of managing sleep records as a life log, it may classify that life log into the "sleep" category.
[0091] Furthermore, for example, the game control unit 113 may acquire information obtained by camera shooting as a life log and classify the acquired life log according to the circumstances under which the shooting took place. For example, if the acquired life log indicates that the shooting took place in a situation related to eating, the game control unit 113 classifies the life log into the "eating" category. Here, the game control unit 113 may, for example, determine the circumstances under which the shooting took place from the image (in other words, the objects in the image) acquired as a life log. Specifically, the game control unit 113 may determine that the shooting took place in a situation related to eating based on whether food is in the image or whether a eating scene is in the image, and classify the life log (information acquired by camera shooting, including the image) into the "eating" category. Alternatively, the game control unit 113 may, for example, determine the circumstances under which the shooting took place from additional information (in other words, tags or metadata, etc.) attached to the image. Specifically, the game control unit 113 may determine the circumstances under which the photograph was taken (for example, "the photograph was taken during a meal" or "the photograph was taken at a travel destination") based on the information indicating the location where the photograph was taken as additional information, and classify the life log (information acquired by taking photographs with the camera, including the additional information) into categories according to the circumstances.
[0092] Furthermore, for example, the game control unit 113 may acquire audio information as a life log and classify the acquired life log according to the content of the audio information.
[0093] Furthermore, for example, the game control unit 113 may acquire information obtained using various sensors as life logs and classify the acquired life logs according to the type of information. For example, if the game control unit 113 acquires information such as the number of steps or the distance traveled as life logs, it may classify the life logs into the "movement" category. For example, the game control unit 113 may acquire information obtained using various sensors as life logs and classify the acquired life logs according to the type of sensor used.
[0094] Furthermore, for example, the game control unit 113 may classify the acquired life logs according to the acquisition route of the life logs. For example, the game control unit 113 may acquire sleep time as a first life log from a first app that records and manages sleep, calorie consumption as a second life log from an app that records and manages calorie consumption, and captured images as a third life log from the image folder of the terminal device 10. In this case, the game control unit 113 may classify the first life log into the "sleep" category based on the fact that it was acquired from the first app, classify the second life log into the "exercise" category based on the fact that it was acquired from the second app, and classify the third life log into the "photo" category based on the fact that it was acquired from the image folder.
[0095] The game control unit 113 may analyze the acquired lifelogs to determine the type of action taken by the player and classify the lifelogs according to the type of action. For example, the game control unit 113 may perform image analysis on the acquired images as lifelogs and classify the lifelogs according to the results of the image analysis. For example, the game control unit 113 may analyze the images as lifelogs to determine the type of action taken by the player and classify the lifelogs according to the type of action. Alternatively, for example, the game control unit 113 may perform speech recognition on the acquired audio information as lifelogs and classify the lifelogs according to the results of the speech recognition. For example, the game control unit 113 may analyze the acquired audio information as lifelogs to determine the type of action taken by the player and classify the lifelogs according to the type of action. Furthermore, the game control unit 113 may analyze information acquired using various sensors as lifelogs to determine the type of action taken by the player and classify the lifelogs according to the type of action. For example, the game control unit 113 may analyze the information acquired using various sensors as life logs, determine the type of player action based on the player's movement speed and movements indicated by the information, and classify the life logs according to the type of action.
[0096] The acquisition and classification of life logs by the game control unit 113 may be performed in real time when information is acquired by a camera, microphone, various sensors, etc., or it may be performed on life logs stored in a predetermined storage unit (for example, storage unit 120, etc.). This storage itself may be performed by the functions of the application related to the game of this embodiment, or by the functions of an application different from the said application (for example, an application installed on the terminal device 10 or the user device). Furthermore, this storage itself may be performed by the functions of the terminal device 10 or the user device independently of the application related to the game of this embodiment. Specifically, for example, if the life logs of a player carrying a user device (for example, images, audio information, information acquired using various sensors, etc.) are acquired and stored throughout the day via the user device, the game control unit 113 may acquire and classify the life logs accumulated for one day. Alternatively, the game control unit 113 may acquire and classify each image as it is captured as part of the life log. In other words, the game control unit 113 may continuously acquire and analyze life logs, or it may do so at predetermined intervals (for example, every few minutes, every few hours, every day, etc.).
[0097] Each category is associated with each character in the game. In this embodiment, one or more categories are associated with one character. The number of categories associated with a character may be one or multiple. Furthermore, the number of categories associated with each character may differ, or the number of categories associated with each character may be the same regardless of the character. The game control unit 113 associates the life logs classified into each category with each character in the game.
[0098] In this embodiment, there is a first character associated with the first category (specifically, "sleep"), a second character associated with the second category (specifically, "exercise"), a third character associated with the third category (specifically, "reading"), a fourth character associated with the fourth category (specifically, "music"), a fifth character associated with the fifth category (specifically, "eating"), a sixth character associated with the sixth category (specifically, "shopping"), and a seventh character associated with the seventh category (specifically, "photography") (see Figure 4). Furthermore, the first character is further associated with the eighth category (specifically, "gameplay"). Additionally, the third character is further associated with the ninth category (specifically, "education"). Furthermore, the fourth character is further associated with the tenth category (specifically, "SNS"). Furthermore, the sixth character is further associated with the eleventh category (specifically, "travel / sightseeing").
[0099] In other words, the game control unit 113 classifies the acquired life logs and associates them with each of the multiple characters.
[0100] It should be noted that there may be categories that cannot be associated with a specific character. In this embodiment, the "Movement" category (Category 12) is not associated with a specific character.
[0101] The types of categories (category names, etc.) shown in this embodiment are merely examples, and there are no particular limitations on how life logs are classified. For example, categories do not have to be classified according to the type of player action. For example, each category could simply be "Category corresponding to the first character," "Category corresponding to the second character," etc., or it could be "Category corresponding to the first parameter," "Category corresponding to the second parameter," etc. (The first and second parameters will be described later).
[0102] Furthermore, the characters corresponding to each category may have any relationship with the player within the game. For example, the first to seventh characters may include the player's companion characters (including cases where all are companion characters). The first to seventh characters may include characters that the player can use (control) (including cases where all are playable characters). Also, the first to seventh characters may include the player's enemy characters (including cases where all are enemy characters). In this embodiment, the first to seventh characters are companion characters that act together with the player's avatar (the character corresponding to the player) within the game. The first to seventh characters are characters that ride in a vehicle, which is the player object 30, together with the player's avatar, and are characters that move in the virtual space in conjunction with the player's movement in the real space.
[0103] (Event occurrence based on life log) The game control unit 113 generates a specific event when predetermined conditions set for each character (hereinafter referred to as "event occurrence conditions") are met, based on the life logs classified into each category.
[0104] For example, the game control unit 113 generates an event related to the first character when the event occurrence conditions set for the first character are met based on the life log of the first category.
[0105] Similarly, the game control unit 113 generates an event related to the character corresponding to each category when the event occurrence conditions set for the character corresponding to each category are met, based on the life logs of the second to eleventh categories.
[0106] In this embodiment, the game control unit 113 changes the parameters corresponding to each category based on the life logs classified into each category, and generates a specific event when the parameters corresponding to each category reach a predetermined value. In other words, the game control unit 113 may determine that the event generation conditions set for the character corresponding to that specific category have been met, based on the parameters corresponding to a specific category reaching a predetermined value, and generate a specific event (for example, an event related to that character). Note that the parameters corresponding to each category can also be said to be the parameters corresponding to each character. For example, the parameters corresponding to the first category can also be said to be the parameters corresponding to the first character. Furthermore, the parameters corresponding to each category can also be said to be the parameters that change as life logs corresponding to each category are acquired.
[0107] Specifically, the game control unit 113 increases the first parameter (specifically, the sleep parameter) corresponding to the first category based on the life log of the first category. Furthermore, the game control unit 113 generates an event related to the first character based on the first parameter reaching a predetermined value.
[0108] Furthermore, the game control unit 113 increases the second parameter (specifically, the motion parameter) corresponding to the second category based on the life log of the second category. Also, the game control unit 113 generates an event related to the second character based on the fact that the second parameter has reached a predetermined value.
[0109] Furthermore, the game control unit 113 increases the third parameter (specifically, the reading parameter) corresponding to the third category based on the life log of the third category. Also, the game control unit 113 generates an event related to the third character based on the fact that the third parameter has reached a predetermined value.
[0110] Furthermore, the game control unit 113 increases the fourth parameter (specifically, the music parameter) corresponding to the fourth category based on the life log of the fourth category. Also, the game control unit 113 generates an event related to the fourth character based on the fact that the fourth parameter has reached a predetermined value.
[0111] Furthermore, the game control unit 113 increases the fifth parameter (specifically, the meal parameter) corresponding to the fifth category based on the life log of the fifth category. Also, the game control unit 113 generates an event related to the fifth character based on the fact that the fifth parameter has reached a predetermined value.
[0112] Furthermore, the game control unit 113 increases the sixth parameter (specifically, the shopping parameter) corresponding to the sixth category based on the life log of the sixth category. Also, the game control unit 113 generates an event related to the sixth character based on the fact that the sixth parameter has reached a predetermined value.
[0113] Furthermore, the game control unit 113 increases the seventh parameter (specifically, the photo parameter) corresponding to the seventh category based on the life log of the seventh category. Also, the game control unit 113 generates an event related to the seventh character based on the fact that the seventh parameter has reached a predetermined value.
[0114] Furthermore, the game control unit 113 increases the eighth parameter (specifically, the game parameter) corresponding to the eighth category based on the life log of the eighth category. The game control unit 113 also generates an event related to the first character based on the fact that the eighth parameter has reached a predetermined value. The game control unit 113 may also increase the first parameter as the parameter corresponding to the eighth category based on the life log of the eighth category. The game control unit 113 may then generate an event related to the first character based on the fact that the first parameter has reached a predetermined value based on the life logs of the first category and the life logs of the eighth category.
[0115] Furthermore, the game control unit 113 increases the ninth parameter (specifically, the education parameter) corresponding to the ninth category based on the life log of the ninth category. The game control unit 113 also generates an event related to the third character based on the fact that the ninth parameter has reached a predetermined value. The game control unit 113 may also increase the third parameter as the parameter corresponding to the ninth category based on the life log of the ninth category. The game control unit 113 may then generate an event related to the third character based on the fact that the third parameter has reached a predetermined value based on the life logs of the third category and the life logs of the ninth category.
[0116] Furthermore, the game control unit 113 increases the 10th parameter (specifically, the SNS parameter) corresponding to the 10th category based on the life log of the 10th category. The game control unit 113 also generates an event related to the 4th character based on the fact that the 10th parameter has reached a predetermined value. The game control unit 113 may also increase the 4th parameter as the parameter corresponding to the 10th category based on the life log of the 10th category. The game control unit 113 may then generate an event related to the 4th character based on the fact that the 4th parameter has reached a predetermined value based on the life logs of the 4th category and the life logs of the 10th category.
[0117] Furthermore, the game control unit 113 increases the 11th parameter (specifically, the travel / tourism parameter) corresponding to the 11th category based on the life log of the 11th category. The game control unit 113 also generates an event related to the 6th character based on the fact that the 11th parameter has reached a predetermined value. The game control unit 113 may also increase the 6th parameter as the parameter corresponding to the 11th category based on the life log of the 11th category. The game control unit 113 may then generate an event related to the 6th character based on the fact that the 6th parameter has reached a predetermined value based on the life log of the 6th category and the life log of the 11th category.
[0118] There may be multiple types of parameters corresponding to each category. For example, the first parameter may include first parameter A (e.g., sleep parameter A) and first parameter B (e.g., sleep parameter B). For example, the game control unit 113 may first increase first parameter A based on the life log classified into the first category. Then, the game control unit 113 may increase first parameter B based on the fact that first parameter A has reached a predetermined value. Then, the game control unit 113 may generate a specific event (e.g., an event corresponding to the first character) based on the fact that first parameter B has reached a predetermined value. The game control unit 113 may or may not reset first parameter A when first parameter A has reached a predetermined value and first parameter B has been increased. With such a configuration, for example, first parameter B may be called "sleep rank" (in other words, a specific parameter corresponding to each category may be considered as the rank of that category), and the player may be shown that the sleep rank increases based on the accumulation of a predetermined amount of sleep parameter A. Similarly, there may be multiple types of parameters for the 2nd through 11th parameters. Furthermore, for each of the 1st through 11th parameters, the number of parameter types may be more than two or less than two. Also, the number of parameter types may differ for each of the 1st through 11th parameters.
[0119] Furthermore, the way each parameter is displayed to the player can be freely configured. For example, as illustrated in Figure 5, the second parameter A (exercise parameter A) could be shown to the player as a "power value," and the second parameter B (exercise parameter B) as a "power rank." Alternatively, the third parameter A (reading parameter A) could be shown to the player as an "intelligence value," and the third parameter B (reading parameter B) as an "intelligence rank." Similarly, the fifth parameter A (diet parameter A) could be shown to the player as a "stamina value," and the fifth parameter B (diet parameter B) as a "stamina rank." In other words, when the player performs "exercise" (or, in other words, when a life log categorized as "exercise" is acquired), the "power value" or "power rank" increases, which can trigger events corresponding to the second character (for example, a character symbolizing exercise or a character symbolizing power). Furthermore, when a player "eats" (or in other words, when a life log categorized as "eating" is acquired), their "stamina value" and "stamina rank" increase, which can trigger events corresponding to the fifth character (for example, a character symbolizing eating or a character symbolizing stamina).
[0120] The game control unit 113 increases the 12th parameter (specifically, the movement parameter) corresponding to the 12th category based on the life log of the 12th category. Furthermore, the game control unit 113 generates a predetermined event when the 12th parameter reaches a predetermined value. This predetermined event is different from the events that occur when each of the 1st to 11th parameters reaches a predetermined value. Multiple types of parameters may also exist for the 12th parameter.
[0121] While there are no particular limitations on how to change the parameters corresponding to each category based on the life logs categorized into each category, one example is shown below.
[0122] The game control unit 113 determines the amount of change for the parameters corresponding to each category, based on the content of the life log classified into each category. Then, the game control unit 113 changes the parameters corresponding to each category by the determined amount of change.
[0123] For example, if information regarding the use of various apps is acquired as a life log, the game control unit 113 may change (e.g., increase) a parameter corresponding to the classified category of the life log in proportion to the amount of app usage (e.g., usage time or number of uses) indicated by the acquired life log. Specifically, if a life log is acquired showing that a sleep-related app was used for a first time (e.g., 1 hour) and classified into a first category (specifically, the "sleep" category), the game control unit 113 may increase the first parameter (e.g., first parameter A) corresponding to the first category by a first amount (an amount corresponding to the first time), based on the fact that the life log classified into the first category shows that the app was used for a first time. Furthermore, if a life log is obtained showing that a sleep-related app was used for a second period of time (e.g., 3 hours) which is greater than the first period, and this log is classified into the first category (specifically, the "sleep" category), the game control unit 113 may increase the first parameter (e.g., first parameter A) corresponding to the first category by a second amount (an amount corresponding to the second period), based on the fact that the life log classified into the first category indicates that the app was used for a second period. Similarly, if a life log is obtained showing that an exercise-related app was used for a first period of time (e.g., 1 hour), and this log is classified into the second category (specifically, the "exercise" category), the game control unit 113 may increase the second parameter corresponding to the second category by an amount corresponding to the first period, based on the fact that the life log classified into the second category indicates that the app was used for a first period. This amount corresponding to the first period may be the same as or different from the first amount. In other words, the range of change in parameters according to the amount of app usage may be the same or different for multiple categories (e.g., all categories).
[0124] Furthermore, for example, if information acquired by taking a picture with a camera is acquired as a life log, the game control unit 113 may change (for example, increase) the parameter corresponding to the classified category of the life log in proportion to the content of the acquired information. Specifically, the game control unit 113 may change (for example, increase) the parameter corresponding to the classified category of the life log in proportion to the content of the image taken as a life log. Here, the game control unit 113 may analyze the image to determine its content when changing the parameter. In addition, the game control unit 113 may change (for example, increase) the parameter corresponding to the classified category of the life log in proportion to additional information attached to the image taken as a life log.
[0125] Furthermore, for example, if information acquired using various sensors is acquired as a life log, the game control unit 113 may change (for example, increase) the parameters corresponding to the classified categories of the life log in proportion to the content of the acquired information. Specifically, the game control unit 113 may change (for example, increase) the parameters corresponding to the classified categories in proportion to the content of location information, information on distance traveled, information on steps taken, information on speed of movement, information on calories burned, information on sleep time, images, or audio information acquired using various sensors. More specifically, the game control unit 113 may change (for example, increase) the parameters corresponding to the classified categories of the life log in proportion to the player's distance traveled, steps taken, speed of movement, calories burned, or sleep time indicated in the acquired life log. Here, when changing the parameters, the game control unit 113 may calculate the player's distance traveled, steps taken, speed of movement, calories burned, or sleep time from the information acquired using various sensors acquired as a life log.
[0126] The game control unit 113 may determine the amount of activity related to various player actions based on life logs classified according to the type of action, and may change the parameters corresponding to each category in accordance with the amount of activity. For example, in the case of a life log in the "sleep" category, the game control unit 113 may increase the first parameter corresponding to the "sleep" category in accordance with the amount of sleep indicated in the life log (e.g., sleep duration). Also, for example, in the case of a life log in the "exercise" category, the game control unit 113 may increase the second parameter corresponding to the "exercise" category in accordance with the amount of exercise indicated in the life log (e.g., calories burned, duration of exercise, or number of exercise sessions). Also, for example, in the case of a life log in the "reading" category, the game control unit 113 may increase the third parameter corresponding to the "reading" category in accordance with the amount of reading indicated in the life log (e.g., number of books read, number of pages, or number of characters, or reading time). Also, for example, in the case of a life log in the "photography" category, the game control unit 113 may increase the seventh parameter corresponding to the "photography" category in accordance with the amount of photography indicated in the life log (e.g., number of photos taken). The same applies to other categories. Activity levels may also be calculated, for example, by the game control unit 113 using information acquired from various sensors that capture life logs. Furthermore, activity levels may be calculated by various applications.
[0127] Furthermore, the game control unit 113 may determine whether the player's various actions follow predetermined rules based on life logs classified according to the type of action, and may change the parameters corresponding to each category based on whether the actions follow predetermined rules. For example, the game control unit 113 may determine whether sleep is performed regularly based on life logs in the "sleep" category, and increase the first parameter based on the determination that sleep is performed regularly. Also, for example, the game control unit 113 may determine whether exercise is performed regularly based on life logs in the "exercise" category, and increase the second parameter based on the determination that exercise is performed regularly. Also, for example, the game control unit 113 may determine whether reading is performed regularly based on life logs in the "reading" category, and increase the third parameter based on the determination that reading is performed regularly. The same applies to other categories.
[0128] Furthermore, the control by the game control unit 113 to generate a specific event when the event generation conditions are met based on life logs classified into each category may be performed without changing the parameters corresponding to each category. For example, the game control unit 113 may determine whether the content of the life logs classified into each category satisfies the event generation conditions related to each category, and generate a specific event based on the determination that the event generation conditions are met. For example, the game control unit 113 may generate a specific event if the amount of app usage indicated by the life logs classified into each category exceeds a standard amount, thus satisfying the event generation conditions. Also, the game control unit 113 may generate a specific event if the amount of player activity indicated by the life logs classified into each category exceeds a standard amount, thus satisfying the event generation conditions. Furthermore, the game control unit 113 may generate a specific event if the content of the information acquired by camera capture as a life log classified into each category is of a specific nature, thus satisfying the event generation conditions. Also, the game control unit 113 may generate a specific event if the content of the information acquired using various sensors is of a specific nature, thus satisfying the event generation conditions.
[0129] (Event details) In this embodiment, the game control unit 113 generates an event related to the character corresponding to each category (hereinafter referred to as "character-related event") when the event generation conditions set for the character corresponding to each category are met. Hereinafter, with respect to character-related events, "corresponding character" basically means the character related to the event generation conditions of that character-related event. For example, as described above, the game control unit 113 may generate an event related to the first character when the event generation conditions set for the first character are met based on the life log of the first category. In this case, the character corresponding to the event (character-related event) is the first character.
[0130] The game control unit 113 may generate an event in which the corresponding character appears as a character-related event. The game control unit 113 may also generate an event in which the corresponding character is displayed on the display unit 18 as a character-related event.
[0131] The game control unit 113 may generate an event as a character-related event in which an episode of the corresponding character is told. The game control unit 113 may also generate an event as a character-related event in which an episode of the corresponding character is displayed on the display unit 18.
[0132] Furthermore, the game control unit 113 may generate character-related events in which the corresponding character comments on the player's actions (life log) related to the category corresponding to that character. For example, the game control unit 113 may generate an event in which the first character comments on the player's actions related to the first category (for example, by evaluating or praising) as a character-related event based on the life log of the first category (see Figure 6(b)). That is, the game control unit 113 may generate an event in which each of the first to seventh characters comments on the player's actions related to the category corresponding to their respective character when the event generation conditions set for each of the first to eleventh categories are met. The game control unit 113 may also generate an event in which the comment of the character corresponding to the met event generation conditions is displayed on the display unit 18.
[0133] Furthermore, the game control unit 113 may generate character-related events in which the player can obtain rewards related to the corresponding character (game media, items, titles (in-game titles), etc.). For example, the game control unit 113 may grant the player rewards related to the first character (game media, items, titles, etc.) in character-related events generated based on the life log of the first category. Note that the rewards related to the corresponding character may be the corresponding character itself. That is, for example, the game control unit 113 may generate an event in which the first character becomes a companion (the player can use the first character) as a character-related event generated based on the life log of the first category.
[0134] Furthermore, the game control unit 113 may generate character-related events that correspond to the values of parameters related to the corresponding character. For example, when the event generation conditions for the first character are met and a character-related event for the first character is generated, the game control unit 113 may generate an event that corresponds to the value of the first parameter. In this embodiment, the first to eleventh parameters function as parameters related to the depth of the relationship (e.g., intimacy) between the player and the character corresponding to each parameter. For example, the "power rank" as the second parameter can be said to be a parameter that indicates the depth of the relationship with the second character. The higher the second parameter, the deeper the relationship with the second character (see Figure 6). Also, for example, the "intelligence rank" as the third parameter can be said to be a parameter that indicates the depth of the relationship with the third character. The higher the third parameter, the deeper the relationship with the third character. The game control unit 113 may generate character-related events that correspond to the depth of the relationship with the corresponding character (corresponding to the values of parameters related to the corresponding character).
[0135] Furthermore, the specific event that occurs when the event occurrence conditions are met does not have to be a character-related event. That is, for example, the game control unit 113 may generate an event other than an event related to the first character when the event occurrence conditions are met based on the life log of the first category (for example, when the first parameter reaches a predetermined value). In other words, the event that occurs when the event occurrence conditions are met based on the life log of the first category may or may not include an event related to the first character. Also, the event that occurs when the event occurrence conditions are met based on the life log of the first category may or may not include an event other than an event related to the first character. In this embodiment, "character-related event" can be read as "specific event" as appropriate.
[0136] The game control unit 113 generates a specific event when the event generation conditions are met, but the trigger for the generation of that specific event is not particularly limited. For example, the game control unit 113 may generate the specific event immediately when the event generation conditions are met, or it may generate the specific event at a predetermined timing after the event generation conditions are met. The game control unit 113 may also generate the specific event automatically when the event generation conditions are met. Furthermore, the game control unit 113 may, based on the fulfillment of the event generation conditions, control the system to accept player input to generate the specific event, and generate the specific event based on that input.
[0137] (Example display) An example of the display related to character events will be explained with reference to Figures 5 and 6.
[0138] As illustrated in Figure 5, the display control unit 114 is capable of displaying various information related to the game of this embodiment as a widget 51 in a portion of the home screen 50 of the terminal device 10 (for example, a smartphone).
[0139] The display control unit 114 is capable of displaying parameters corresponding to each category on the widget 51. Based on the life log classified into each category, the game control unit 113 changes the parameters corresponding to each category and instructs the display control unit 114 to display a display 52 that notifies the changed parameters. Based on this instruction, the display control unit 114 displays the display 52 that notifies the changed parameters on the widget 51. In other words, the display control unit 114 is capable of displaying a display 52 that shows the changed parameters on the widget 51.
[0140] Figure 5 shows an example of the display when the "power value" as the second parameter A (exercise parameter A), the "intelligence value" as the third parameter A (reading parameter A), and the "stamina value" as the fifth parameter A (diet parameter A) have increased. Figure 5 also shows an example of the display when the "power rank" as the second parameter B (exercise parameter B) has increased. As illustrated in Figure 5, the display 52 indicating the changed parameter may show at least one of the parameter name, the amount of change in the parameter, or the parameter value after the change. Also, as illustrated in Figure 5, the display control unit 114 may display a display 53 (which can also be said to be a display showing the category corresponding to each parameter) on the display unit, along with the display 52 indicating the changed parameter, indicating which player action caused the parameter to change.
[0141] Furthermore, the display control unit 114 is capable of displaying information related to character-related events on the widget 51. When the event occurrence conditions are met, the game control unit 113 instructs the display control unit 114 to display a display 54 that notifies the occurrence of the character-related event related to those event occurrence conditions. Based on this instruction, the display control unit 114 displays a display 54 on the widget 51 that notifies the occurrence of the character-related event. In other words, the display control unit 114 is capable of displaying a display 54 on the widget 51 that indicates the event occurrence conditions have been met. In the example shown in Figure 5, the second parameter B has reached a predetermined value, and the event occurrence conditions for the character-related event related to the second character have been met, which is indicated by the display of the text "Contact from the second character!" and the display of the second character's icon.
[0142] The game control unit 113 launches the game application based on the player's operation on the widget 51. For example, the game control unit 113 launches the game application based on the player's operation on the display 54 indicating that an event occurrence condition has been met. It can also be said that the game control unit 113 runs the game application in the foreground based on the player's operation on the widget 51. For example, the game control unit 113 may perform various processes (at least some of the various processes described in this embodiment) related to acquiring and classifying life logs, changing each parameter based on the life logs, displaying the display 52 that notifies of the changed parameters, determining whether an event occurrence condition has been met, or displaying the display 54 that notifies of the occurrence of a character-related event, in the background. The game control unit 113 may then run the game application in the foreground based on the player's operation on the widget 51.
[0143] The game control unit 113 instructs the display control unit 114 to display a display 55 showing the changes in the parameters (changed parameters) corresponding to each category, based on the launch of the game application. As illustrated in Figure 6(a), the display control unit 114 displays a display 55 showing the changes in the parameters on the display unit 18 based on this instruction. In other words, the display control unit 114 is capable of displaying a display 55 showing the changes in the changed parameters on the display unit 18 when a parameter changes. Figure 6(a) shows an example of the display when the "power rank" as the second parameter B increases. As illustrated in Figure 6(a), the display 55 showing the changes in the parameters may display at least one of the parameter name, the amount of change in the parameter, or the changed parameter value.
[0144] Furthermore, when the event occurrence conditions are met, the game control unit 113 generates a character-related event related to the event occurrence conditions based on the launch of the game application. In this example, the game control unit 113 generates an event in which the corresponding character appears as a character-related event. The game control unit 113 also generates an event in which the corresponding character comments on the player's actions (life log) related to the category corresponding to that character as a character-related event. The game control unit 113 instructs the display control unit 114 to display the display 56 related to the character-related event. As illustrated in Figure 6(b), the display control unit 114 displays the display 56 related to the character-related event on the display unit 18 based on this instruction. Figure 6(b) shows an example of the display of a character-related event related to the second character that occurs when the event occurrence conditions set for the second character corresponding to the second category are met based on the life log of the second category.
[0145] In this example, the various displays described as being displayed on widget 51 may be displayed elsewhere. That is, the various displays in this example may be displayed on the normal game screen (while the app is running in the foreground).
[0146] (Parameter details) In this embodiment, the first to eleventh parameters are also used as parameters relating to a single character. It can also be said that multiple parameters from the first to eleventh parameters are used as parameters relating to a single character. Specifically, the first to eleventh parameters function as parameters of the player's avatar 60 (see Figure 5). More specifically, the first to eleventh parameters are parameters relating to the abilities of the player's avatar 60. In other words, in this embodiment, the various abilities of a single character (specifically, the avatar 60) are improved by the life logs classified into each category.
[0147] For example, the first parameter relates to Avatar 60's power. An increase in the first parameter can be said to be an increase in a specific character's first ability (power). The second parameter relates to Avatar 60's intelligence. An increase in the second parameter can be said to be an increase in a specific character's second ability (intelligence). The fifth parameter relates to Avatar 60's stamina. An increase in the fifth parameter can be said to be an increase in a specific character's third ability (stamina).
[0148] Thus, the first to eleventh parameters may be used for purposes other than, or instead of, determining the conditions for event occurrence.
[0149] In this embodiment, the first to eleventh parameters are not used as parameters related to the abilities of the first to seventh characters. That is, in this embodiment, an increase in the first to eleventh parameters means an increase in intimacy with the first to seventh characters, but even if the first to eleventh parameters increase, the abilities of the first to seventh characters do not increase. For example, even if the first parameter increases, the ability of the first character (e.g., power) does not increase. Similarly, even if the second parameter increases, the ability of the second character (e.g., intelligence) does not increase. However, the first to eleventh parameters may be used as parameters related to the abilities of the first to seventh characters. That is, if the first to eleventh parameters increase, the abilities of the characters corresponding to each parameter among the first to seventh characters may increase.
[0150] (Use of Generative AI) Generative AI may be used to classify the acquired life logs. Furthermore, generative AI may be used to control the generation of specific events when the event occurrence conditions are met based on the life logs classified into each category.
[0151] For example, the game control unit 113 may instruct the generating AI to decide how to classify the acquired life logs. For example, the game control unit 113 may input the acquired life logs and information about each category (e.g., category name, information indicating the characteristics of the category, etc.) as input information to the generating AI, and instruct the generating AI to decide which category to assign the life logs to. For example, the game control unit 113 may provide the generating AI with a specific image as an acquired life log and information about categories 1 to 11 as input information, and classify the life logs by instructing the generating AI to classify the specific image into categories 1 to 11.
[0152] Furthermore, for example, the game control unit 113 may allow the generating AI to determine how to change the parameters corresponding to each category based on the life logs classified into each category. The game control unit 113 may then change the parameters corresponding to each category according to the determination of the generating AI. For example, the game control unit 113 may input the life logs classified into each category and information regarding the parameters corresponding to each category (parameters to be changed) as input information to the generating AI, and allow the generating AI to determine how to change those parameters based on the life logs. For example, the game control unit 113 may input the life logs classified into the first category and information regarding the first parameter as input information to the generating AI, and allow the generating AI to determine how to change the first parameter based on the life logs. Similarly, the game control unit 113 may input the life logs classified into each of the second to eleventh categories and information regarding each of the second to eleventh parameters as input information to the generating AI, and allow the generating AI to determine how to change each parameter based on each life log.
[0153] The game control unit 113 may also instruct the generating AI to classify the acquired life logs and to determine how to change the parameters corresponding to each category based on the classified life logs. For example, the game control unit 113 may input the acquired life logs, information about each category, and information about the parameters corresponding to each category into the generating AI, and have the generating AI decide how to classify the life logs and how to change each parameter. Alternatively, the game control unit 113 may input the acquired life logs and information about multiple types of parameters (for example, the first to eleventh parameters, which can also be called parameters corresponding to each character) into the generating AI as input information, and have the generating AI decide how to change each parameter. Here, the game control unit 113 does not necessarily have to instruct the generating AI so that the classification of life logs and the types of parameters that change do not necessarily correspond one-to-one. For example, the game control unit 113 may give instructions to the generating AI so that it can determine how to change the first parameter based on the generating AI's judgment that there is a good balance between life logs classified as "sleep" and life logs classified as "exercise".
[0154] In this embodiment, the generation AI used in various processes may be owned by the information processing system 1, or it may be a generation AI provided by an external service. Furthermore, if there are multiple processes executed using the generation AI, different generation AIs may be used depending on the process.
[0155] (Specific example 1) Here, an example of control using the configuration of this embodiment is shown below.
[0156] For example, suppose a player uses a food-related app for 2 hours and a music-related app for 1 hour on terminal device 10. In this example, the game control unit 113 acquires a first life log indicating that the food-related app was used for 2 hours and a second life log indicating that the music-related app was used for 1 hour. For example, the game control unit 113 acquires information on the use of various apps for a predetermined period (e.g., 1 day) as a life log, and this life log includes the first life log and the second life log.
[0157] The game control unit 113 classifies the first life log into the "meals" category. The game control unit 113 also classifies the second life log into the "music" category.
[0158] Furthermore, the game control unit 113 changes the fifth parameter corresponding to the "meal" category based on the first life log classified as the "meal" category. Specifically, the game control unit 113 increases the fifth parameter by an amount corresponding to the two hours based on the first life log indicating that the app was used for two hours. Additionally, the game control unit 113 changes the fourth parameter corresponding to the "music" category based on the second life log classified as the "music" category. Specifically, the game control unit 113 increases the fourth parameter by an amount corresponding to the one hour based on the second life log indicating that the app was used for one hour.
[0159] Here, for example, let's assume that the fifth parameter reaches a predetermined value due to an increase in the fifth parameter. In this case, the game control unit 113 generates an event related to the fifth character based on the fact that the fifth parameter has reached the predetermined value. Specifically, the game control unit 113 generates a character-related event in which the fifth character appears. Here, the fact that the fifth parameter reaches the predetermined value can be said to be the condition for generating an event related to the fifth character.
[0160] Furthermore, for example, suppose the fourth parameter does not reach a predetermined value due to an increase in the fourth parameter. In this case, since the fourth parameter has not reached the predetermined value, the game control unit 113 does not generate an event related to the fourth character. Subsequently, the game control unit 113 generates an event related to the fourth character based on the fact that the fourth parameter has reached the predetermined value. Here, the fourth parameter reaching the predetermined value can be said to be the condition for generating an event related to the fourth character.
[0161] (Specific example 2) Other examples of control using the configuration of this embodiment are shown below.
[0162] For example, suppose that a day's worth of life logs acquired using a user device are stored in the storage unit 120. Specifically, suppose that a day's worth of image and audio information is stored in the storage unit 120. In this example, the game control unit 113 acquires a day's worth of image and audio information as life logs.
[0163] The game control unit 113 analyzes the acquired lifelog data.
[0164] For example, the game control unit 113 determines that the player has moved based on the change in scenery in the image and classifies the acquired life log into the "movement" category. Alternatively, the game control unit 113 classifies acquired life log into the "eating" category based on the presence of movements such as reaching for food or bringing food to the mouth in the image. Here, if one video is acquired as images for one day, that video may be classified into the "exercise" category and the "eating" category. Furthermore, some parts of one video may be classified into the "exercise" category and other parts into the "eating" category. In other words, a portion of one data file can be interpreted as a single life log.
[0165] Furthermore, for example, the game control unit 113 determines that the player has engaged in a conversation based on the fact that the audio information includes a response to the player's voice, and classifies the acquired life log into the "conversation" category.
[0166] Furthermore, the game control unit 113 changes the parameters corresponding to the "movement" category based on the life log classified under the "movement" category. It can also be said that the game control unit 113 changes the parameters corresponding to the "movement" action based on the determination that the player has made a move.
[0167] Furthermore, the game control unit 113 changes the parameters corresponding to the "meal" category based on the life log classified under the "meal" category. It can also be said that the game control unit 113 changes the parameters corresponding to the "meal" action based on the determination that the player has eaten.
[0168] Furthermore, the game control unit 113 changes the parameters corresponding to the "conversation" category based on the life log classified under the "conversation" category. It can also be said that the game control unit 113 changes the parameters corresponding to the "conversation" action based on the determination that the player has engaged in a conversation.
[0169] When the parameters corresponding to each category reach predetermined values, the game control unit 113 determines that the event occurrence conditions for each category (for example, the event occurrence conditions set for the characters corresponding to each category) have been met and generates a specific event (for example, a character-related event).
[0170] (Evaluation of behavior) The configuration of this embodiment can also be described as follows. In this embodiment, the game control unit 113 determines the type of action taken by the player based on the acquired life log. The game control unit 113 also changes a parameter from among several types of parameters according to the type of action taken by the player. Specifically, the game control unit 113 evaluates the action taken by the player based on the life log for each type of action (for each determined action). Then, the game control unit 113 changes the parameters corresponding to the various actions taken by the player according to the evaluation of each action.
[0171] Here, "evaluation" may mean, for example, determining how much of a parameter change each action corresponds to. Alternatively, "evaluation" may mean determining what kind of parameter change each action corresponds to (for example, which parameter change it is appropriate for, or to what extent it is appropriate for, etc.). The game control unit 113 may evaluate each action taken by the player based on at least one (including all of the following): when it was taken, where it was taken, with whom it was taken, what it was taken, why it was taken, how it was taken, or to what extent it was taken.
[0172] For example, in the specific example 2 described above, the game control unit 113 determines the type of action taken by the player during a predetermined period based on a life log for that period (specifically, a life log for one day). The game control unit 113 also changes one of several types of parameters according to the type of action taken by the player during that predetermined period.
[0173] The game control unit 113 may evaluate the actions taken by the player during the predetermined period, based on the life log, for each type of action. The game control unit 113 may also change the parameters corresponding to the various actions taken by the player, according to the evaluation of each action.
[0174] For example, suppose the life log (images and audio information for one day) shows that the player "traveled" to work at 8:00 AM by walking and taking the train, that they "had a lot of conversation" in work-related meetings from 9:00 AM to 12:00 PM, and that they "ate" lunch at 1:00 PM, eating ramen alone at a specific restaurant.
[0175] In this case, the game control unit 113 may decide how to change the parameters corresponding to the action of "movement" (a first type of action, a 12th category action) based on what was done at "8 o'clock" (when it was done), what was done to "go to work" (why it was done), and what was done by "walking" and "train" (how it was done).
[0176] Furthermore, the game control unit 113 may determine how to change the parameters corresponding to the "conversation" action (the second type of action, the 13th category of action) based on whether it was done between 9:00 and 12:00 (when it was done), whether it was done with "work-related people" (who it was done with), whether it was done in a "meeting" (for work purposes) (why it was done), and whether it was done "a lot" (to what extent it was done).
[0177] Furthermore, the game control unit 113 may determine how to change the parameter (fifth parameter) corresponding to the action of "eating" (third type of action, fifth category action) based on the fact that it was done at "13:00" (when it was done), at a "specific store" (where it was done), alone (with whom it was done), ate "ramen" (what was done), and did it as "lunch" (why it was done). For example, if the number of times the player has been to the specific store is n (where n is a natural number), the game control unit 113 may evaluate it as "this is the nth time the player has been to the specific store."
[0178] Furthermore, if the parameters corresponding to various actions (parameters corresponding to each category) reach predetermined values, the game control unit 113 may determine that the event occurrence conditions related to each parameter (for example, event occurrence conditions set for the character corresponding to each parameter) have been met and generate a specific event (for example, a character-related event).
[0179] The game control unit 113 may also use a generating AI to determine and evaluate actions. For example, the game control unit 113 may input acquired life logs, etc., as input information to the generating AI and instruct the generating AI to determine the type of action taken by the player based on the life logs, thereby determining the type of action taken by the player. Alternatively, the game control unit 113 may input acquired life logs, etc., as input information to the generating AI and instruct the generating AI to evaluate the various actions taken by the player based on the life logs, thereby evaluating the various actions taken by the player. Specifically, for example, the game control unit 113 may input acquired life logs as input information to the generating AI and instruct the generating AI to determine the type of action taken by the player based on the life logs, and to evaluate the various actions taken by the player.
[0180] For example, the game control unit 113 may input the acquired life log as input information to the generating AI, determine the type of action taken by the player based on the life log, evaluate the various actions taken by the player, and instruct the AI to suggest how to change several types of parameters (for example, which parameters to change and by how much). The game control unit 113 may then execute the changes to the various parameters based on the suggestions of the generating AI. Here, the game control unit 113 may also input information about the several types of parameters (for example, what types of parameters exist and what each parameter means) to the generating AI in this instruction. The game control unit 113 may also input information about the type of action (for example, what types of actions exist) to the generating AI in this instruction. However, even without providing information about the type of action in this instruction, it is possible to determine the type of action taken by the player (classify the life log) simply by the game control unit 113 inputting the acquired life log to the generating AI and instructing it to "determine the type of action taken by this person from this life log."
[0181] (Processing related to events occurring based on life logs) An example of the processing related to the occurrence of events based on life logs will be explained with reference to the flowchart shown in Figure 7.
[0182] First, the game control unit 113 acquires the player's life log (step S101).
[0183] Next, the game control unit 113 classifies the acquired lifelog into several categories (step S102).
[0184] Next, the game control unit 113 evaluates the classified life logs for each category (step S103). For example, based on the classified life logs, the game control unit 113 determines the amount of change in the parameters corresponding to each category. Here, each of the multiple categories corresponds to each of the multiple characters. Therefore, it can also be said that the game control unit 113 determines the amount of change in the parameters corresponding to each character based on the classified life logs.
[0185] Next, the game control unit 113 changes the parameters corresponding to each category (parameters corresponding to each character) based on the evaluation of the classified life logs (step S104). For example, the game control unit 113 changes each parameter by the amount of change determined in step S103.
[0186] Next, the game control unit 113 determines whether the event occurrence conditions set for the character corresponding to each category have been met, based on the parameters corresponding to each category (parameters corresponding to each character) (step S105). For example, the game control unit 113 determines that the event occurrence conditions have been met when the parameters corresponding to each category reach predetermined values.
[0187] Next, if the game control unit 113 determines that the event occurrence conditions set for a character corresponding to each category have been met (YES in step S105), it generates an event related to the character for which the event occurrence conditions have been met (step S106). For example, if a parameter corresponding to a specific category (a parameter corresponding to a specific character) reaches a predetermined value, the game control unit 113 generates an event related to the character corresponding to that specific category.
[0188] In this way, the game control unit 113 classifies the acquired life logs. The game control unit 113 also evaluates the classified life logs. Furthermore, the game control unit 113 decides whether or not to generate a specific event based on the evaluation results of the classified life logs, and then generates the specific event.
[0189] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. The configuration of this embodiment may be applied to a game that utilizes information about the user's location in real space. The configuration of this embodiment may also be applied to a game that links virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to a game other than a game that links virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to a game other than a game that utilizes information about the user's location in real space. Furthermore, the configuration of this embodiment may also be applied to a service other than a game. Furthermore, the configuration of this embodiment may also be applied to an application other than a game application.
[0190] Within the scope of this invention, the components of this invention can be freely combined, any component can be modified, any component can be substituted, any component can be omitted, or other components can be added. Furthermore, the processing flow described herein is merely an example, and the order and configuration 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.
[0191] <Note> The configuration of this embodiment may be used, for example, to improve the entertainment value of a service (e.g., a game). The matters described in the above embodiments may also be described as follows.
[0192] (Note 1) On the computer, To obtain the player's life log, The acquired life logs are classified into multiple categories corresponding to each of the multiple characters in the game, Based on the life logs categorized into each category, if predetermined conditions set for each character are met, a specific event will occur and the action will be performed. program. This configuration allows players' life logs to be associated with in-game characters and used to trigger events, thereby improving the game's appeal.
[0193] (Note 2) On the computer, Information regarding the use of various applications by the aforementioned player is acquired as the player's life log, The acquired life logs are classified into the aforementioned multiple categories according to the type of application, and the process is executed. The program described in Appendix 1. This configuration allows the use of various applications by the player to be reflected in the game, thereby improving the game's appeal.
[0194] (Note 3) On the computer, The system will execute the process of acquiring information obtained through camera photography as a life log for the aforementioned player. The program described in Appendix 1. This configuration makes it possible to collect life logs through photography in the real world, thereby enhancing the enjoyment of the game.
[0195] (Note 4) On the computer, The system will then acquire information obtained using sensors on a device carried by the player, and use this information as the player's life log. The program described in Appendix 1. This configuration allows for the collection of life logs via devices carried by the player, thereby enhancing the enjoyment of the game.
[0196] (Note 5) On the computer, Based on life logs categorized into each category, the parameters corresponding to each category are changed. The system will execute the following actions based on the parameter corresponding to each category reaching a predetermined value: The program described in one of the appendices 1-4. With this configuration, life logs can be replaced with parameter values for each category, and these parameter values can be used to control the occurrence of events.
[0197] (Note 6) A means for acquiring the player's life log (for example, a game control unit 113), A classification means (for example, a game control unit 113) that classifies the acquired life logs into multiple categories corresponding to each of the multiple characters in the game, The system includes an event generation means (e.g., a game control unit 113) that generates a specific event when predetermined conditions set for each character are met based on life logs classified into each category. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.
[0198] Furthermore, the problem-solving means configured in the above-mentioned program (for example, each configuration described in the appendix) can be adapted to devices, systems, methods, media, etc., as appropriate. [Explanation of symbols]
[0199] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / Output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / Output IF, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game control unit, 114 Display control unit, 116 Location information acquisition unit, 120 Storage unit, 210 Control unit, 211 Transmit / receive unit, 212 Game control unit, 220 Storage unit
Claims
1. On the computer, To obtain the player's life log, The acquired life logs are classified into multiple categories corresponding to each of the multiple characters in the game, and the process is as follows: Each of the aforementioned multiple characters belongs to a different category among the aforementioned multiple categories. On the computer, Based on life logs categorized by type, a specific event will occur when predetermined conditions set for each character are met. program.
2. The specific event is an event in which a character from among the plurality of characters appears whose predetermined condition is met based on the life log of the corresponding category. The program according to claim 1.
3. The plurality of characters are companion characters of one player. The program according to claim 1 or 2.
4. On the computer, Based on life logs categorized into each category, the parameters corresponding to each category are changed. The system will execute the following actions based on the parameter corresponding to each category reaching a predetermined value: The program according to claim 1 or 2.
5. A means of obtaining the player's life log, The system includes a classification means for classifying acquired life logs into multiple categories corresponding to each of the multiple characters in the game, Each of the aforementioned multiple characters belongs to a different category among the aforementioned multiple categories. The system further includes an event generation mechanism that triggers a specific event when predetermined conditions set for each character are met, based on life logs categorized into each category. Information processing system.
Citation Information
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