Information processing system, information processing device, information processing method, and program

The system addresses monotonous PvP gameplay by calculating character usage rates and adjusting ability values to encourage the use of less frequently used characters, enhancing gameplay variety and engagement.

JP7867203B1Active Publication Date: 2026-05-29BANK OF INNOVATION INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANK OF INNOVATION INC
Filing Date
2025-12-01
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In PvP games, players tend to frequently use specific characters, leading to a monotonous game experience due to reduced diversity.

Method used

An information processing system that calculates character usage rates and adjusts ability values based on these rates to encourage the use of less frequently used characters, using a usage rate calculation unit, correction value determination unit, and ability correction unit to enhance gameplay variety.

Benefits of technology

The system prevents monotony by incentivizing players to use underutilized characters through ability score adjustments, promoting gameplay diversity and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

Suppression of monotony in the gaming experience. [Solution] The information processing system provides a game in which multiple players each use one or more characters from among multiple characters available in the game, and sequentially progress through multiple consecutive game contents. The information processing system comprises: a usage rate calculation unit that calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content, each time one of the multiple game contents is completed; a correction value determination unit that determines one or more ability correction values ​​for each of the multiple characters based on the usage rate calculated by the usage rate calculation unit, with the lower the usage rate, the higher the value calculated; and an ability correction unit that corrects the character's ability values ​​in the next game content based on the ability correction value determined by the correction value determination unit.
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Description

Technical Field

[0001] The present disclosure relates to an information processing system, an information processing apparatus, an information processing method, and a program.

Background Art

[0002] Games in which a character selected by a player battles against characters of other players are known. Such games are generally called PvP (Player vs Player).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In games in a PvP environment, players tend to use specific characters frequently. In this case, the diversity of the game experience can be impaired, and the game experience can become monotonous.

[0005] Therefore, an object of the present disclosure is to provide an information processing system, an information processing apparatus, an information processing method, and a program that can suppress a situation where the game experience becomes monotonous.

Means for Solving the Problems

[0006] The information processing system relating to this disclosure is a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, and comprises: a usage rate calculation unit that calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game contents, each time a game content in the multiple game contents is completed; a correction value determination unit that determines one or more ability correction values ​​for each of the multiple characters, based on the usage rate calculated by the usage rate calculation unit, such that a lower usage rate results in a higher value; and an ability correction unit that corrects one or more ability values ​​of at least one of the multiple characters in the game content following the game content in which the usage rate was calculated, based on the ability correction values ​​determined by the correction value determination unit.

[0007] The information processing device according to this disclosure is used in a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents. The device comprises: a usage rate calculation unit that, each time one of the multiple game contents is completed, calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content; a correction value determination unit that, based on the usage rate calculated by the usage rate calculation unit, determines one or more ability correction values ​​for each of the multiple characters, the lower the usage rate, the higher the value calculated; and an ability correction unit that, in the game content following the game content in which the usage rate was calculated, corrects one or more ability values ​​of at least one of the multiple characters based on the ability correction values ​​determined by the correction value determination unit.

[0008] The information processing method relating to this disclosure is a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, and each time a game content in the multiple game contents is completed, a usage rate calculation step is performed using one or more information processing devices to calculate a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content; a correction value determination step is performed for each of the multiple characters, based on the usage rate calculated in the usage rate calculation step, such that the lower the usage rate, the higher the value calculated; and an ability correction step is performed in the game content following the game content in which the usage rate was calculated, based on the ability correction value determined in the correction value determination step, to correct one or more ability values ​​of at least one of the multiple characters.

[0009] The program relating to this disclosure causes a computer to perform the following steps in a game in which multiple players each use one or more characters from among multiple characters and sequentially progress through multiple consecutive game contents: a usage rate calculation step which calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game contents, after each game content in the multiple game contents has finished; a correction value determination step which determines one or more ability correction values ​​for each of the multiple characters, based on the usage rate calculated in the usage rate calculation step, such that the lower the usage rate, the higher the value calculated; and an ability correction step which corrects one or more ability values ​​of at least one of the multiple characters based on the ability correction values ​​determined in the correction value determination step, in the game content following the game content in which the usage rate was calculated. [Effects of the Invention]

[0010] According to the present disclosure, which has the configuration described above, it is possible to provide an information processing system, an information processing device, an information processing method, and a program that can suppress situations in which the game experience becomes monotonous. [Brief explanation of the drawing]

[0011] [Figure 1] This is a schematic diagram showing a game system (information processing system) according to an embodiment of the present disclosure. [Figure 2] This is a functional block diagram of a game server according to an embodiment of this disclosure. [Figure 3] This is a functional block diagram of a user terminal according to an embodiment of this disclosure. [Figure 4] This is a flowchart illustrating an example of the operation of the game system according to the embodiment of this disclosure. [Figure 5] This figure shows an example of a screen displayed on a user terminal according to an embodiment of this disclosure. [Figure 6] This figure shows an example of a screen displayed on a user terminal according to an embodiment of this disclosure. [Figure 7] This figure illustrates an example of a formula for calculating ability correction values ​​used in a game system according to the embodiments of this disclosure. [Figure 8] This figure shows an example of a computer hardware configuration that can constitute a game server according to the embodiments of this disclosure. [Figure 9] This is a flowchart illustrating the operation of a game system according to another embodiment. [Figure 10] This figure shows an example of a screen displayed on a user terminal in another embodiment. [Figure 11] This figure shows an example of a screen displayed on a user terminal in another embodiment. [Figure 12] Furthermore, this is a flowchart illustrating the operation of the game system according to another embodiment. [Modes for carrying out the invention]

[0012] Hereinafter, a game system 1, which is an example of an information processing system according to an embodiment of the present disclosure, will be described while referring to the drawings. In all the drawings for describing the embodiment, common components are denoted by the same reference numerals, and repeated descriptions are omitted.

[0013] <Schematic Configuration of the System> FIG. 1 is a schematic diagram showing the game system 1. The game system 1 includes a game server 100 and user terminals 200. The game server 100 and the user terminals 200 are connected via a network NW.

[0014] The network NW is composed of a public line such as the Internet and may include a LAN (Local Area Network), a WAN (Wide Area Network), etc. In FIG. 1, only one game server 100 is shown, but there may be a plurality of them. Although not shown in the figure, the game system 1 includes other terminals similar to the user terminal 200. The game server 100 is a server that provides games to the user terminals 200 via the network NW. The user terminal 200 is a device such as a PC (Personal Computer), a tablet, or a smartphone owned by a player of the game. The above-mentioned other terminals are devices owned by other players of the game.

[0015] When starting a game provided by the game server 100, a player of the game using the user terminal 200 installs a game app corresponding to the game on the user terminal 200. After installation, the player can play the game while communicating with the game server 100 by starting the installed game app. The game app installed on the user terminal 200 may be downloaded from the game server 100 to the user terminal 200, or may be downloaded from a platform that manages various game apps for download to the user terminal 200. The platform means a service infrastructure provided by a server different from the game server 100.

[0016] The genre of the game provided by the game server 100 is not particularly limited, and may be, for example, battle, action, adventure, strategy, racing, etc. However, in this embodiment, an example where the game provided by the game server 100 is a game in the PvP (Player vs Player) mode will be described. In the game provided by the game server 100, specifically, a plurality of players participate in the game, and each player uses one or more desired characters from a plurality of characters available in the game to battle against the characters of other players. Each player may be able to acquire characters in the game either有偿 or free of charge, and may select the desired characters to be used in the battle from the plurality of characters they own.

[0017] The game assumed in this embodiment is generally composed of a plurality of consecutive game contents that form a series of stories. Game content means a game unit partitioned in a certain period, and in the game content related to PvP, the PvP achievements are competed among players in a certain period. In each game content, for example, a plurality of battles are conducted among players, the rankings of the players are swapped according to the battle achievements of the players, and the player with the best achievement at the end of the game content wins. In this case, generally, the better the achievement, the higher-value rewards are given to the player. When the game is composed of a plurality of game contents, the player can be stimulated to participate in the game, for example, by being able to battle against other players over a plurality of game contents. Game content is sometimes called a game series or a game season.

[0018] In this specification, PvP is a broad term that includes GvG (Guild vs Guild or Group vs Group). GvG refers to a game where multiple players compete against each other. In this case, the player on user terminal 200 participates in the game as one of multiple players. Furthermore, the games provided by game server 100 are not limited to PvP; they may also be PvE (Player vs Enemy) or SvS (Server vs Server) games. Additionally, PvP may be any content that results in bias in player selection.

[0019] Furthermore, a character refers to a digital entity within the virtual space of a game that is operated and controlled by the player or the game system and has a specific role or function. Characters may consist of graphic models, animations, sounds, and attribute data (e.g., name, rarity, race, occupation, ability scores, equipment, skin (appearance equipment), behavior patterns), and are entities that form the world of the game and influence the user's game experience. Characters include both user characters (PCs) that are directly controlled by the user and non-user characters (NPCs) that are controlled by the game system.

[0020] <Game Server Configuration> Next, the game server 100 will be described in detail. Figure 2 shows a functional block diagram of the game server 100. As shown in Figure 2, the game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130. The game server 100 is a server that provides games to user terminals 200 that access it via a network NW.

[0021] The communication unit 110 is a network interface and communicates with the user terminal 200 via the network NW. The communication unit 110 can pass data received from the user terminal 200 to the processing unit 130. The communication unit 110 can also transmit data generated by the processing unit 130 to the user terminal 200.

[0022] The memory unit 120 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The memory unit 120 stores various information necessary for the game server 100 to function. For example, the memory unit 120 stores an application program 121, user information, game progress information, information on characters owned by the player in the game, information on each character's level, information on each character's ability values ​​(attack power, defense power, HP, skill coefficient (skill power, etc.), proficiency, etc.), information on the character usage history in the game, and a database 122 that stores and manages such information.

[0023] The processing unit 130 includes, as functional units, a game provision unit 131, a usage rate calculation unit 132, a correction value determination unit 133, a capability correction unit 134, a presentation unit 135, and a setting change unit 136. The processing unit 130 realizes each of these functional units and executes the processing performed by each functional unit by executing the application program 121 stored in the memory unit 120.

[0024] The game provision unit 131 provides the user terminal 200 with a game that can be displayed and operated on the user terminal 200. The game can be any type, such as a battle game, action game, adventure game, strategy game, or racing game, but in this embodiment, as described above, it is a game in which multiple players each use one or more characters of their choice to progress through the game. Furthermore, the game provided by the game server 100 consists of multiple consecutive game contents. Each player can sequentially progress through each game content, using their desired character in each game content.

[0025] The game provider unit 131, in more detail, generates multiple events in the game content that require the player to select a character, and in each event, allows the player to select their desired character and compete against other players. The game content may, for example, provide a game setting where the players' rankings change according to their battle results, and the player with the best performance at the end of the game content is declared the winner. The game provider unit 131 stores the usage history of the characters used by each player in each event in the storage unit 120. After the end of the game content, the game provider unit 131 begins to provide new game content. In the case of PvE, the opponent in an event may not be another player, but an opponent or character controlled by the game system.

[0026] In the games provided by the game provision unit 131 in this embodiment, for example, when a new game content is started, a process is performed to correct the character's ability correction value based on the character's usage rate in the immediately preceding game content. Correspondingly, the usage rate calculation unit 132 in this embodiment calculates the total player usage rate for each of the multiple characters in the completed game content each time a game content in a group of multiple game contents is completed. The character usage rate is an indicator of how often a character is used, and in this embodiment, it means how often a character was used in the immediately preceding completed game content.

[0027] In the game content, as described above, multiple events occur that require the selection of a character. In this embodiment, the usage rate is calculated as the ratio of the number of times a character is selected (used) in all events to the total number of events. As will be described later, in this embodiment, multiple battle events occur as events. Specifically, if there are 100,000 battle events in total, and the total number of times a character is used by all players is 50,000, the usage rate will be 50%, and if the character is not used even once in 100,000 battles, the usage rate will be 0%. Note that the calculation of the usage rate is not limited to the above method, and may also be calculated by considering as weights factors the win / loss record of the character in battle, the rank of the player (advanced or beginner, etc.), the character's contribution in battle, and the character's recent usage status. Details on this will be described later.

[0028] The Correction Value Determination Unit 133 determines the ability correction value for each character owned by the player based on the usage rate calculated by the Usage Rate Calculation Unit 132. Specifically, the Correction Value Determination Unit 133 determines one or more ability correction values ​​for each of the multiple characters, where the lower the usage rate calculated by the Usage Rate Calculation Unit 132, the higher the value calculated. The ability correction values ​​determined by the Correction Value Determination Unit 133 are parameters for correcting the character's ability values ​​such as attack power, defense power, HP, skill coefficient (skill power, etc.), proficiency, movement speed, recovery speed, critical hit probability, and the rate of reduction in consumption cost during special attacks (stamina). The ability correction value may be a multiplier applied to the ability value, or it may be the numerical value itself that is added to the ability value such as attack power.

[0029] In this embodiment, the ability correction unit 134 corrects one or more ability values ​​of at least one of the multiple characters in the game content following the game content for which the usage rate has been calculated, based on the ability correction value determined by the correction value determination unit 133. In other words, the ability correction unit 134 buffs the character. If the ability correction value is a multiplier, the ability correction unit 134 may correct the ability value by multiplying the latest ability value, such as the attack value, by the ability correction value. Alternatively, if the ability correction value is a numerical value, the ability correction unit 134 may correct the ability value by adding the numerical value corresponding to the ability correction value to the latest ability value, such as the attack value.

[0030] The display unit 135 displays the usage rate calculated by the usage rate calculation unit 132 and the ability correction value determined by the correction value determination unit 133 to each of the multiple players. Specifically, the display unit 135 transmits information regarding the usage rate and ability correction value to the user terminal 200 so that the usage rate and ability correction value are displayed on the user terminal 200. The timing at which the display unit 135 displays the usage rate and ability correction value may be at the end of the game content or at the start of the next new game content.

[0031] In this embodiment, the game is set up so that a player owns multiple characters during the game, and the player selects a character to use in battle from among the characters they own. Furthermore, the game is set up so that the characters owned by the player are carried over to the next game content (ownership continues) when the game content ends. In this case, the display unit 135 may display the usage rate and ability correction values ​​of the characters owned by the player using the user terminal 200 since the previous game content on the user terminal 200. The display unit 135 may perform the same processing for other players and display the usage rate and ability correction values ​​of the characters owned by those other players since the previous game content.

[0032] The setting change unit 136 is a means that allows the correction value determination unit 133 to change the calculation formula used to calculate the ability correction value. The setting change unit 136 is intended to be used by the operator of the game server 100. The setting change unit 136 may allow the selection of multiple types of calculation formulas for calculating the ability correction value. In addition, the setting change unit 136 may set a calculation formula directly input by the operator of the game server 100 as the calculation formula used by the correction value determination unit 133. As will be described later, by using such a setting change unit 136, the variations in ability correction patterns can be diversified, and monotony in the game experience can be effectively avoided.

[0033] <User terminal configuration> The user terminal 200 will be described in detail below. Figure 3 shows a functional block diagram of the user terminal 200. Other player terminals included in the game system 1 (not shown) have a similar configuration to the user terminal 200. As shown in Figure 3, the user terminal 200 includes a communication unit 210, a storage unit 220, a processing unit 230, a display unit 240, and an operation unit 250. The communication unit 210, storage unit 220, processing unit 230, display unit 240, and operation unit 250 are electrically connected to each other. The user terminal 200 can be any terminal that can play games by accessing the game server 100 via an application corresponding to the installed game, such as a smartphone, tablet, personal computer, or game terminal.

[0034] The communication unit 210 is a network interface and communicates with the game server 100 via the network NW. The communication unit 210 can pass data received from the game server 100 to the processing unit 230. The communication unit 210 can also send data generated by the processing unit 230 to the game server 100.

[0035] The memory unit 220 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The memory unit 220 stores an application program 221 including a game app, user information, game progress information, information on characters owned by the player in the game, information on each character's level, information on each character's ability values ​​(attack power, defense power, HP, skill coefficient (skill power, etc.), proficiency), information on the character usage history in the game, information on battle results, etc., and a database 222 that stores and manages these.

[0036] The display unit 240 is a device that displays the game area or virtual space in which the user plays the game, the character controlled by the user, the user and / or various parameters related to the character, etc.

[0037] The control unit 250 is a device used by the user to perform various operations while playing the game. The control unit 250 may be a touch panel, keyboard, controller, etc.

[0038] The processing unit 230 includes, as functional units, an operation information acquisition unit 231 and a game execution unit 232. The processing unit 230 realizes these functional units and executes the processing performed by each functional unit by executing the application program 221 stored in the memory unit 220.

[0039] The operation information acquisition unit 231 acquires information from the operation unit 250 about various operations performed by the user, such as login operations, character movement instruction operations, character selection operations, and other selection operations.

[0040] The game execution unit 232 executes game functions according to the user's operation information acquired by the operation information acquisition unit 231. For example, when a battle event occurs in the game, the game execution unit 232 displays a screen that accepts the player's selection of the character to use. Also, when the operation information acquisition unit 231 acquires information on the player's character selection operation, the game execution unit 232 provides the selection operation information to the game server 100. The game server 100 can then proceed with the battle event while communicating with the user terminal 200, for example, based on the provided character selection information and subsequent actions taken by the player during the battle.

[0041] <Example of game system operation> Next, we will explain an example of the operation of Game System 1 with reference to Figure 4. Figure 4 shows a flowchart illustrating an example of the operation of Game System 1. The operation example shown in Figure 4 starts when the game is launched. When the game is launched, the game content that the player is about to start or is currently playing becomes playable.

[0042] When the game content becomes playable, in step S1, the game server 100 first monitors for the occurrence of a battle event. A battle event may be generated randomly by the game server 100, or it may be generated when a player using user terminal 200 requests a battle from another player and this is accepted, or when a player on user terminal 200 accepts a battle request from another player. If no battle event is confirmed in step S1 (NO), the monitoring in step S1 is repeated. On the other hand, if a battle event is confirmed in step S1 (YES), the process proceeds to step S2.

[0043] In step S2, the game server 100 accepts the player's selection of a character to be used in the battle event. When the player performs a character selection operation on the user terminal 200, the game server 100 obtains this information from the user terminal 200 and proceeds with the battle event based on this information. The game server 100 also obtains similar information from terminals of other players who are not using the user terminal 200.

[0044] Once the above battle event is completed, in step S3, the game server 100 records the battle results and the player's character selection information (usage information) in the storage unit 120. Then, in step S4, it is monitored whether the game content has been completed or not. If it has not been completed (NO), the process returns to step S1 and the battle event is repeated.

[0045] If the completion of the game content is confirmed in step S4 (if YES), the process proceeds to step S5. In step S5, the usage rate calculation unit 132 of the game server 100 calculates the usage rate of each of the multiple characters in the game content that was confirmed to be completed in step S4.

[0046] In step S6, the correction value determination unit 133 determines the ability correction value for each character in the game based on the usage rate calculated by the usage rate calculation unit 132. As mentioned above, the ability correction value determined by the correction value determination unit 133 is calculated to be higher the lower the usage rate calculated by the usage rate calculation unit 132. The correction value determination unit 133 determines one or more ability correction values ​​for each of the multiple characters.

[0047] In step S7, game server 100 starts the next new game content following the game content completed in step S4. If the player continues to play the game after the game content is completed in step S4, the game environment will switch to the new game content through the process in step S7. Also, if the player logs off the game after the game content is completed in step S4, the process in step S7 will be executed the next time the game is launched, and the new game content will start. When new game content is started, the player's characters will be carried over to the new game content.

[0048] Subsequently, in step S8, the ability correction unit 134 of the game server 100 corrects one or more ability values ​​of at least one of the multiple characters based on the ability correction value determined by the correction value determination unit 133.

[0049] The ability correction unit 134 may correct the ability values ​​of all characters owned by the player, or it may correct the ability values ​​of only some characters (especially characters with low usage rates). Furthermore, the ability correction unit 134 may correct only one ability value or multiple ability values.

[0050] Subsequently, in step S9, the presentation unit 135 of the game server 100 presents the usage rate calculated by the usage rate calculation unit 132 and the ability correction value determined by the correction value determination unit 133 to each player. In this embodiment, as an example, for a player using a user terminal 200, the usage rate and ability correction value of the characters that the player has owned since the previous game content are presented on the user terminal 200. For other players, the usage rate and ability correction value of the characters that the other player has owned since the previous game content are presented. This allows players to recognize characters that were used infrequently in the previous game content, and to recognize that the ability values ​​of such characters have been significantly corrected in the new game content. By presenting the information in this way, it is possible to effectively motivate players to use characters that they have used infrequently.

[0051] <Screen example> Figure 5 shows an example of a screen displayed on the user terminal 200. Specifically, Figure 5 shows an example of a screen in which the presentation unit 135 presents to the player the usage rate calculated by the usage rate calculation unit 132 and the ability correction value determined by the correction value determination unit 133.

[0052] In the example screen shown in Figure 5, characters with lower usage rates in the game content are given higher ability modifiers. For example, characters with an 85% usage rate (NAME: AAAAA and BBBBB) are given a lower ability modifier (an ability modifier that multiplies attack power by 1.1). On the other hand, characters with a 0% usage rate (NAME: HHHHH and JJJJJ) are given a high ability modifier (an ability modifier that multiplies attack power by 5). Furthermore, for characters with a usage rate below 85% and above 0%, in the example in Figure 5, an ability modifier between 1.1 and 5 is given, with a slope set so that the lower the usage rate, the higher the ability modifier.

[0053] On the other hand, Figure 6 shows another example of a screen displayed on the user terminal 200, illustrating another example of how the presentation unit 135 presents the usage rate and ability correction value to the player. In a game provided by the game server 100, the same character may be included in multiple characters owned by the player. Even in such cases, in this embodiment, if the attributes of the same character are different, the usage rate is calculated for each of those identical characters. Figure 6 shows an example of how the presentation unit 135 presents the information when the usage rate has been calculated for each identical character.

[0054] In Figure 6, as indicated by the dashed-dot frame, there are two identical characters (NAME: EEEEE). However, these characters differ in at least some of their attributes (rarity, race, occupation, ability scores, equipment, skin (appearance equipment), etc.). In such cases, in this embodiment, the usage rate is calculated for each identical character as described above.

[0055] <Formula for calculating ability correction value> The following describes the configuration change unit 136 in the game server 100. As mentioned above, the configuration change unit 136 allows the calculation formula used by the correction value determination unit 133 to calculate the ability correction value to be changed. Figure 7 is a diagram illustrating an example of the calculation formula for the ability correction value used in the game system 1. The configuration change unit 136 may allow the selection of multiple types of calculation formulas for calculating the ability correction value. Figures 7(A) to 7(E) are diagrams illustrating examples of calculation formulas that calculate the ability correction value using the usage rate, and specifically show the relationship between the usage rate determined by the calculation formula and the ability correction value in graph form.

[0056] In Figure 7(A), the ability correction value increases exponentially as the usage rate approaches 0. The formulas corresponding to Figure 7(A) are, for example, ability correction value = 1 / usage rate, 1 / (usage rate). 2These can be identified by, for example. In Figure 7(B), the performance correction value increases as the usage rate approaches 0, but the performance correction value changes at a constant rate. The formula corresponding to Figure 7(B) can be identified by, for example, a simple linear function. In Figure 7(C), the performance correction value increases exponentially in the range where the usage rate is relatively close to 0, but outside this range, the correction value is set low. The formula corresponding to Figure 7(C) can be identified by differentiating the usage rate. In Figure 7(D), the performance correction value is set to 0 in the range where the usage rate is relatively high. The formula corresponding to Figure 7(D) can also be identified by differentiating the usage rate. In Figure 7(E), the performance correction value increases as the usage rate approaches 0, and decreases as the usage rate approaches 100, but multiple numerical ranges are defined in the range of 0 to 100, and the performance correction value is identified so that it remains constant even if the usage rate is different when the usage rate is within the same numerical range. In other words, the relationship in Figure 7(E) is expressed by a downward-sloping step function.

[0057] The setting change unit 136 may, for example, present on the game server 100 a graph, such as those shown in Figures 7(A) to (E), and a calculation formula corresponding to that graph, in a selectable manner. Furthermore, the coefficients in the selected calculation formula may be arbitrarily changed.

[0058] <Example of computer hardware configuration> Figure 8 shows an example of the hardware configuration of a computer 1200 that can constitute a game server 100. The following describes an example of the hardware configuration of the game server 100.

[0059] The computer 1200 includes a control unit 1201, a storage unit 1202, a communication unit 1203, an input unit 1204, and an output unit 1205. The control unit 1201, storage unit 1202, communication unit 1203, input unit 1204, and output unit 1205 are electrically connected to each other via a communication bus 1210.

[0060] The control unit 1201 includes a CPU and / or GPU, controls various parts of the computer 1200, and is a device that reads and executes various programs stored in the storage unit 1202.

[0061] The memory unit 1202 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device that stores various programs for running the operating system and various applications of the computer 1200, as well as information used by these programs. The above-described functional configuration is realized by the control unit 1201 of the computer constituting the game server 100 executing the programs stored in the memory unit 1202.

[0062] The communication unit 1203 is a device for communicating with external devices and sends and receives information according to the instructions of the control unit 1201. Each computer that makes up the game server 100 is composed of a communication unit 1203 and communicates with other devices, including the network NW shown in Figure 1.

[0063] The input unit 1204 is a device that receives input from an external source and supplies it to the control unit 1201, and may be, for example, a touch panel, keyboard, mouse, touch panel, controller, etc. The output unit 1205 is a device that outputs the processing results of the control unit 1201 to the outside, and may include, for example, a display and speakers.

[0064] <Program> Next, we will describe the programs for realizing each functional unit of the game server 100 according to this embodiment.

[0065] The game server 100 is implemented in the computer 1200. The operation of each component of the game server 100 is stored in the auxiliary storage device of the memory unit 1202 in the form of a program. The control unit 1201 reads the program from the auxiliary storage device of the memory unit 1202, loads it into the main memory of the memory unit 1202, and executes the above processing according to the program. The control unit 1201 also reserves a memory area in the main memory of the memory unit 1202 corresponding to the memory unit 102 mentioned above, according to the program.

[0066] Specifically, the program is a program to be executed by a computer (computer 1200) having a processor and a memory unit, and causes the computer to execute the following steps in a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents: a usage rate calculation step which calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game contents, each time one of the multiple game contents is completed; a correction value determination step which determines one or more ability correction values ​​for each of the multiple characters, based on the usage rate calculated in the usage rate calculation step, such that the lower the usage rate, the higher the value calculated; and an ability correction step which corrects one or more ability values ​​of at least one of the multiple characters in the game content following the game content in which the usage rate was calculated, based on the ability correction values ​​determined in the correction value determination step.

[0067] The auxiliary storage device of the memory unit 1202 is an example of a tangible medium that is not temporary. Other examples of tangible mediums that are not temporary include magnetic disks, magneto-optical disks, CD-ROMs, DVD-ROMs, and semiconductor memory connected to the computer 1200. Furthermore, if this program is distributed to the computer 1200 via a network NW, the computer 1200 that receives the program may load it into the main memory of the memory unit 1202 and execute the above processing.

[0068] Furthermore, the program may be intended to implement some of the functions described above. In addition, the program may be a so-called differential file (differential program) that implements the functions described above in combination with other programs already stored in the auxiliary storage device of the memory unit 1202.

[0069] According to the game system 1 of this embodiment described above, when the game progresses to new game content, the ability scores of characters that were used in the previous game content, especially unused characters, can be relatively and significantly adjusted. This encourages players to use such characters in the new game content, thus eliminating the bias in the player's character usage. This helps to prevent the game experience from becoming monotonous. In particular, since the ability scores of characters are adjusted for each piece of game content, it becomes easier for players to identify characters that are not being used or have low usage rates based on the ability score adjustments, and the use of such characters can be effectively promoted in the new game content.

[0070] Furthermore, the present invention is not limited to the embodiments described above, and various modifications can be adopted.

[0071] <Other Embodiments> Other embodiments will be described below. Figure 9 is a flowchart illustrating the operation of the game system 1 according to another embodiment.

[0072] In the operation shown in Figure 9, steps S1 to S7 are performed in the same way as in Figure 4 of the above-described embodiment. Meanwhile, in step S5, the usage rate is calculated, in step S6, the ability correction value is calculated, and in step S7, when new game content is started, in step S7-1, the player can select an ability value to correct from among the character's multiple ability values. Then, in step S8, the ability value selected in step S7-1 is corrected based on the ability correction value. In other words, in this example, the ability correction unit 134 corrects the ability value selected by each of the multiple players from among the multiple types of ability values, based on the ability correction value, corresponding to each of the multiple players.

[0073] Figures 10 and 11 are example screens displayed on the user terminal 200, and are example screens to specifically explain the operation shown in Figure 9. In the example screen shown in Figure 10, the usage rate of each character in the game content and the ability correction value (e.g., 5x) assigned to each character are shown. The example screen in Figure 10 may be displayed when new game content is started. In the example screen shown in Figure 10, comments such as "Ability value can be adjusted up to 5x" are displayed for each character. In this example, by tapping on any character, the player can select the ability value to correct.

[0074] Figure 11 shows an example screen where the player can select which ability value to adjust based on the ability adjustment value. Specifically, Figure 11 is an example screen that appears when the character "HHHHH" with a usage rate of 0% shown in Figure 10 is tapped in Figure 10. In Figure 11, the player can select one of the following ability values: attack power, defense power, HP, or skill coefficient. If, for example, defense power is selected in Figure 11, the defense power will then be adjusted by 5 times.

[0075] Figure 12 is a flowchart illustrating the operation of the game system 1 according to yet another embodiment.

[0076] In the operation shown in Figure 12, steps S1 to S6 are performed in the same way as in Figure 4 of the above-described embodiment. On the other hand, after the ability correction value is calculated in step S6, in this example, in step S6-1, a process is performed to identify a character whose usage rate has suddenly increased during the game content. Then, in step S7, new game content is started, and in step S8, when the ability correction unit 134 corrects the ability values, it does not correct the ability values ​​of the character identified in step S6-1, or it corrects the ability values ​​of the character identified in step S6-1 with a value lower than the ability correction value calculated in step S6. In other words, in this example, the ability correction unit 134 restricts the correction of ability values ​​for a character whose usage rate has suddenly increased during the game content among multiple characters.

[0077] Whether a character's usage rate has suddenly increased during game content may be determined by whether the rate of increase in the usage rate of each character, calculated sequentially from the start of the game content, exceeds a threshold, or by whether the usage rate in a predetermined period within the game content, rather than the game content as a whole, exceeds a threshold. The rate of increase in usage rate can be identified by the slope of the usage rate per predetermined time interval, calculated sequentially in chronological order from the start of the game content. A sudden increase may be determined by whether the slope exceeds a predetermined threshold. In the case of usage rates in a predetermined period within a partial, predetermined time, the predetermined period may consist of a predetermined number of battle events, or it may be a specific time interval. The usage rate in a predetermined period may be calculated as the ratio of the number of times a character is selected (used) in a predetermined number of battle events to the total number of battle events in that event, or as the ratio of the number of times a character is selected (used) in a predetermined time interval to the total number of battle events in that event.

[0078] In this configuration, the ability score adjustments for characters that are presumed to have suddenly become popular are restricted, and the ability score adjustments for characters that are inherently unpopular and have low usage rates become more prominent, thereby effectively encouraging players to use characters that are inherently underutilized.

[0079] Furthermore, in another embodiment that differs from the above, for example, when the ability correction unit 134 corrects the ability values ​​of a character for any of the multiple players, it may choose not to correct the ability values ​​of characters used by the player in the previous game content (game content for which the usage rate was calculated by the usage rate calculation unit 132), or to limit the range of correction to the ability values. In other words, the ability correction unit 134 may choose not to correct or to limit the correction to the ability values ​​of characters that have a low usage rate and are not popular overall, but have been used by players. In this case, only the ability values ​​of characters that have not been used by players at all are corrected, which can effectively encourage players to use those characters.

[0080] Furthermore, in the above embodiment, the game server 100 provides a game that includes multiple game contents. Such a game may include game contents other than PvP, in which competitive events are held. Game contents other than PvP include, for example, content that a player plays alone. When such game contents other than PvP are included, the player may transition from PvP game contents to other game contents. In this case, the ability correction unit 134 does not need to correct the character's ability values. In other words, the ability correction unit 134 may correct ability values ​​only if the newly started game content is PvP.

[0081] Furthermore, in the above-described embodiment, a process to correct ability values, i.e., a buff, is performed according to the character's usage rate, but a process to debuff ability values, i.e., a process to lower ability values, may also be performed according to the usage rate. Specifically, for example, the ability correction unit 134 may lower the ability values ​​of characters whose calculated usage rate is above a predetermined value among multiple characters in the game content following the game content in which the usage rate calculation unit 132 calculated the usage rate. In this case, the correction value determination unit 133 may determine an ability correction value for each of the multiple characters, which is calculated to increase the character's ability value when the usage rate calculated by the usage rate calculation unit 132 is less than a predetermined value, and to decrease the character's ability value when the usage rate is greater than a predetermined value. The ability correction unit 134 may then correct the character's ability values ​​using the ability correction values ​​determined as described above.

[0082] Furthermore, in the above-described embodiment, the character's ability values ​​are corrected in a new game content after one game content has finished, but the character's ability values ​​may also be corrected in the ongoing game content. In this case, the usage rate calculation unit 132 calculates the usage rate of each of the multiple characters from the start to the middle of the ongoing game content. The usage rate calculation may be performed on a weekly basis, a daily basis, a predetermined number of days, or continuously. Based on the usage rates calculated in this way, the correction value determination unit 133 may determine the ability correction value for each of the multiple characters in stages or continuously. The ability correction unit 134 may, in the middle of the ongoing game content, correct one or more ability values ​​of at least one of the multiple characters in stages or continuously, based on the ability correction value determined by the correction value determination unit 133. Furthermore, regarding the timing of the ability correction unit 134 correcting the ability values, the ability correction unit 134 may correct the ability values ​​immediately after the usage rate calculation is performed, or it may correct the ability values ​​after a time interval has passed since the usage rate calculation, or after a predetermined number of events have been completed.

[0083] Furthermore, in the above embodiment, the usage rate of a character by all players participating in the game content was calculated. Alternatively, the usage rate calculation unit 132 may classify multiple players into multiple groups and calculate the usage rate for each of the multiple characters for each group. In this case, the correction value determination unit 133 may determine the ability correction value for each of the multiple characters for each group based on the usage rate for each of the multiple characters calculated for each group. Then, the ability correction unit 134 may correct one or more ability values ​​of at least one of the multiple characters for each group based on the ability correction value determined by the correction value determination unit 133. Here, the usage rate calculation unit 132 may classify multiple players into multiple groups according to their player level, which is determined according to the players' progress in the game.

[0084] Furthermore, in the above-described embodiment, the usage rate of characters by all players participating in the game content was calculated. However, instead, the usage rate calculation unit 132 may calculate the usage rate of combinations of two or more characters (parties) used by players in the game content. Specifically, in this case, for example, each time one game content in a group of game content is completed, the usage rate calculation unit 132 may calculate a usage rate for combinations that indicate how often combinations of two or more characters were used in the completed game content, for each of the combinations of two or more characters used by multiple players. Furthermore, character usage rates may be calculated on a per-player basis for the characters owned by each player, and ability score adjustments may be applied to the characters owned by each player based on their usage rates.

[0085] In this case, the correction value determination unit 133 may determine one or more ability correction values ​​for each of the two or more character combinations, based on the usage rate of the combination, such that a lower usage rate results in a higher value. Then, the ability correction unit 134 may, in the next game content, correct one or more ability values ​​of at least one character in each of the two or more character combinations, or attribute values ​​(such as formation level) related to each of the two or more character combinations, based on the ability correction values ​​determined by the correction value determination unit 133. The usage rate calculation unit 132 may also calculate the usage rate of character combinations in the ongoing game content, in which case the ability correction unit 134 may correct the character ability values ​​in the middle of the game content.

[0086] Furthermore, in the above-described embodiment, the correction value determination unit 133 determines correction values ​​related to the character's ability scores. Alternatively, the correction value determination unit 133 may determine, in addition to or instead of the ability correction values, a cost correction value for each of the multiple characters, which reduces the cost consumed when using the character in the game or when making adjustments to the character, as the usage rate decreases. In this case, the game system 1 may further include an adjustment unit that reduces the cost consumed when using the character in the game or when making adjustments to the character based on the cost correction value. The timing of the adjustment unit's processing may be when new game content is started or in the middle of ongoing game content. Note that cost refers to so-called deployment costs, resources required to activate skills, etc. Furthermore, the correction value determination unit 133 may determine, in addition to or instead of the above ability correction value, an achievement correction value for each of the multiple characters, such that the lower the usage rate, the higher the rewards, benefits, bonus points, etc. that the character receives when they win a match. In this case, the game system 1 may further include an adjustment unit that increases the rewards, benefits, bonus points, etc. that the character receives when they win a match based on the achievement correction value. Furthermore, in the above embodiment as well, the concept of a debuff that lowers the value may be applied when the usage rate is high.

[0087] Furthermore, in the above embodiment, the target of correction by the ability correction unit 134 is the character's ability value, but instead, the target of correction may be the character's equipment, etc. In this case, the usage rate calculation unit 132 may, for example, calculate the character's equipment usage rate for each piece of equipment usable in the game content, indicating how often the equipment equipped by the character was used in a completed piece of game content, each time the game content is completed. In this case, the correction value determination unit 133 may determine one or more ability correction values ​​for each piece of equipment based on the equipment usage rate, with the lower the equipment usage rate, the higher the value calculated. Then, the ability correction unit 134 may, for example, correct the ability value of at least one piece of equipment among all the equipment based on the ability correction value in the next piece of game content. Note that the usage rate calculation unit 132 may also calculate the equipment usage rate in the middle of the game content, in which case the ability correction unit 134 may correct the ability value of the equipment in the middle of the game content. Note that the equipment may be weapons, armor, skill cards, etc., whose ability value (level) increases according to charges or experience points, etc.

[0088] Furthermore, in the above-described embodiment, the target of correction by the ability correction unit 134 is the character's ability score, but instead, the target of correction may be elements selected by the player, such as the character's equipment, job (job level), skills (skill level), or the ability score or level of the party to which the character belongs. In this case, the ability correction unit 134 can be broadly called a parameter correction unit. Equipment may be weapons, armor, skill cards, etc., whose ability scores (levels) increase according to payment or experience points. A job is an attribute that a character can choose, and the job level is a parameter that increases according to payment or experience points, for example, the higher the job level, the more job-specific abilities and benefits can be obtained. A skill is a type of character ability score, and the skill level is a parameter that increases according to payment or experience points, for example, the higher the skill level, the higher the attack power or the more techniques that can be used. The party level is the level at which characters fight in a party, and it is an indicator that benefits such as the overall combat power of the party increasing as the party level increases. As mentioned above, the correction value determination unit 133 may determine the usage rate for combinations of two or more characters, and the formation level may be corrected based on the usage rate for said combination.

[0089] Furthermore, in the above-described embodiment, the usage rate was explained as the ratio of the number of times a character was selected in all events to the total number of events that occur in the game content, as an example. However, as mentioned above, the usage rate may also be calculated by taking into account factors such as the win / loss record of the character in battle, the rank of the player (e.g., advanced or beginner), the character's contribution in battle, and the character's recent usage status as weights. For example, the usage rate may be calculated as the ratio of the number of times a character won out of the number of times a character was selected in all events, relative to the total number of events that occurred. Furthermore, when calculating the usage rate as the ratio of the number of times a character was used in all events to the total number of events, the usage rate may be calculated using weights, such as assigning a relatively large value (e.g., 1 time) to instances where the character won an event, and a relatively small value (e.g., 0.5 times) to instances where the character lost. Furthermore, the usage rate may be calculated as the sum of each character's contribution to the total contribution of all characters in battles across multiple events that have occurred. Contribution may be calculated by considering factors such as wins and losses in battles, damage dealt by the character to the opponent, and damage received by the character from the opponent. Furthermore, the usage rate may be calculated by weighting the number of times a character is used with respect to its contribution. For example, when calculating the usage rate as the ratio of the number of times a character was used in all events to the total number of events, the usage rate may be calculated by weighting the number of times a character is used, such as assigning a relatively large value per use to characters with high contributions and a relatively small value per use to characters with low contributions. Furthermore, the usage rate may be calculated by weighting the number of times a character has been used with the character's most recent usage. For example, when calculating the usage rate as the ratio of the number of times a character was used in all events to the total number of events, the number of times a character was used may be recorded at a relatively higher value if the character's usage rate in the most recent predetermined number of events is above a predetermined value.

[0090] Furthermore, in the above-described embodiment, Figure 7 was used to explain that the ability correction value determined according to the usage rate can be calculated in various patterns, but the calculation method is not limited to the example described in Figure 7. For example, a method such as a step function may be used in which a constant ability correction value is determined when the usage rate is within a certain range. Alternatively, a method may be used in which the ability correction value is determined based on the usage rate and other parameters. The other parameters may be contribution level, player rank such as advanced or beginner, character contribution level during battle, character usage status, etc. Furthermore, a function may be used that calculates multiple ability correction values ​​based on the usage rate or the usage rate and other parameters. For example, when the usage rate is input, a correction value of A is calculated for attack power, and a correction value of B is calculated for defense power. Furthermore, the ability correction value may be calculated using a probability distribution, random numbers, etc., in such a way that the ability correction value does not necessarily match the input usage rate. In this case, in addition to probability distributions and random numbers, a calculation method using machine learning may be used. As a calculation method using machine learning, a model may be used that has learned the correlation between user engagement metrics such as the amount spent, game retention rate, and LTV and the ability correction value, and calculate the ability correction value that optimizes or maximizes these metrics.

[0091] Furthermore, each operation flow in the embodiments described above is not limited to being implemented separately and independently, but can also be implemented by combining two or more operation flows. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow. It is not necessary to execute all steps in each flow; only some steps may be executed. Also, the order of steps in each flow may be changed as appropriate.

[0092] A program may be provided that causes a computer to execute each of the processes according to the above embodiment. The program may be recorded on a computer-readable medium. Using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, but may be a storage medium such as a CD-ROM or DVD-ROM. Furthermore, the circuits that execute each of the processes performed by the device according to the above embodiment may be integrated, and at least a part of the device may be configured as a semiconductor integrated circuit (chipset, SoC).

[0093] The functions realized by the apparatus according to the embodiments described above may be implemented in a circuit or processing circuitry, including a general-purpose processor, an application-specific processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), a CPU (a Central Processing Unit), conventional circuits, and / or a combination thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0094] The terms “based on” and “depending on / in response to” used in this disclosure do not mean “based solely on” or “depending solely on” unless otherwise specified. “Based on” means both “based solely on” and “at least partially on.” Similarly, “depending on” means both “at least partially on” and “at least partially on.” The terms “include,” “comprise,” and variations thereof do not mean to include only the listed items, but may include only the listed items or may include additional items in addition to the listed items. Furthermore, the term “or” used in this disclosure is not intended to mean exclusive OR. Additionally, any reference to elements using designations such as “first,” “second,” etc., used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient way to distinguish between two or more elements. Therefore, references to the first and second elements do not imply that only two elements may be adopted therein, or that the first element must precede the second element in any way. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles shall be plural unless it is clearly indicated from the context that they are not.

[0095] Although the embodiments have been described in detail above with reference to the drawings, the specific configuration is not limited to those described above, and various design changes can be made without departing from the gist of the invention.

[0096] (Note) The features of the above-described embodiment are noted below. (Note 1) In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple game contents, a usage rate calculation unit calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content, each time one of the multiple game contents is completed. A correction value determination unit determines, for each of the multiple characters, one or more ability correction values ​​that are calculated to be higher the lower the usage rate, based on the usage rate calculated by the usage rate calculation unit, An information processing system comprising: an ability correction unit that, in the game content following the game content for which the usage rate has been calculated, corrects one or more ability values ​​of at least one of the multiple characters based on the ability correction value determined by the correction value determination unit. This allows for a significant relative adjustment of the ability scores of characters that were underutilized in previous game content, especially unused characters, when the game progresses to new game content. This encourages players to use such characters in the new content, potentially eliminating imbalances in player character usage. This helps prevent the game experience from becoming monotonous. In particular, by adjusting character ability scores for each piece of game content, it becomes easier to identify characters that players are not using or have low usage rates based on these adjustments, and the use of such characters can be effectively promoted in new game content. (Note 2) The information processing system according to Appendix 1, further comprising a display unit that displays the usage rate and the ability correction value to each of the multiple players. This allows players to clearly understand the character's usage status and the benefits related to ability adjustments. (Note 3) The ability correction unit is an information processing system as described in Appendix 1 or 2, which corrects the ability values ​​selected by each of the multiple players from among multiple types of ability values, based on the ability correction value, to correspond to each of the multiple players. This allows players to benefit from the desired ability score modifiers for their chosen characters. (Note 4) The information processing system according to any one of the appendices 1 to 3, further comprising a setting change unit that allows the correction value determination unit to change the calculation formula used to calculate the capability correction value. This simplifies ability adjustments and effectively mitigates situations where the diversity of the game experience is diminished. (Note 5) The information processing system according to any one of the appendices 1 to 4, wherein the usage rate calculation unit calculates the usage rate for each of the identical characters, even if the same character is included in the multiple characters, if the attributes of the identical character are different. This will broaden the range of character choices available to players, leading to a more diverse gaming experience. (Note 6) The ability correction unit is an information processing system according to any one of the appendices 1 to 5, wherein it restricts the correction of ability values ​​for characters among the plurality of characters whose usage rate, calculated sequentially from the start of the game content, exceeds a threshold, or restricts the correction of ability values ​​for characters among the plurality of characters whose usage rate during a predetermined period in the game content exceeds a threshold. This means that the ability score adjustments for characters that are presumably suddenly popular will be limited, and the ability score adjustments for characters that are inherently unpopular and have low usage rates will stand out, effectively encouraging players to use those characters. (Note 7) The ability correction unit is an information processing system according to any one of the appendices 1 to 6, which restricts the correction of ability values ​​for the character used by the player in the game content among the plurality of characters. This effectively encourages players to use characters they haven't used at all, by only adjusting the ability scores of those characters. (Note 8) The information processing system according to any one of the appendices 1 to 7, wherein, when the next game content is content relating to a battle between the player and other players, the ability correction unit corrects the ability value of at least one of the multiple characters based on the ability correction value. (Note 9) In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation unit calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content, each time a game content is completed. A correction value determination unit determines, for each of the multiple characters, one or more ability correction values ​​that are calculated to be higher the lower the usage rate, based on the usage rate calculated by the usage rate calculation unit, An information processing apparatus comprising: an ability correction unit that, in the next game content following the game content for which the usage rate has been calculated, corrects one or more ability values ​​of at least one of the plurality of characters based on the ability correction value determined by the correction value determination unit. (Note 10) In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation step is performed to calculate the usage rate of each of the multiple characters, which indicates how often the character was used in the completed game content, after each game content in the multiple game contents has been completed. A correction value determination step, in which, based on the usage rate calculated in the usage rate calculation step, one or more ability correction values ​​are calculated for each of the multiple characters, the lower the usage rate, the higher the value calculated; An information processing method that, in the next game content following the game content for which the usage rate has been calculated, performs an ability correction step of correcting one or more ability values ​​of at least one of the multiple characters based on the ability correction value determined in the correction value determination step, using one or more information processing devices. (Note 11) In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation step is performed to calculate the usage rate of each of the multiple characters, which indicates how often the character was used in the completed game content, after each game content in the multiple game contents has been completed. A correction value determination step, in which, based on the usage rate calculated in the usage rate calculation step, one or more ability correction values ​​are calculated for each of the multiple characters, the lower the usage rate, the higher the value calculated; A program that causes a computer to perform an ability correction step in the next game content following the game content for which the usage rate has been calculated, which corrects one or more ability values ​​of at least one of the multiple characters based on the ability correction value determined in the correction value determination step. (Note 12) In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple game contents, a usage rate calculation unit calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content, each time one of the multiple game contents is completed. An information processing system or device comprising: an ability correction unit that, in the next game content following the game content for which the usage rate has been calculated, reduces the ability value of any character among the plurality of characters whose usage rate, calculated by the usage rate calculation unit, is equal to or greater than a predetermined value. In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation step is performed to calculate the usage rate of each of the multiple characters, which indicates how often the character was used in the completed game content, after each game content in the multiple game contents has been completed. An information processing method or program that, in the next game content following the game content for which the usage rate has been calculated, performs an ability correction step on a computer to lower the ability values ​​of characters among the plurality of characters whose usage rate calculated in the usage rate calculation step is equal to or greater than a predetermined value. This effectively prevents excessive bias in character usage (resulting in a rigid environment). (Note 13) The system includes a correction value determination unit that determines an ability correction value for each of the plurality of characters, which is calculated to increase the character's ability value when the usage rate calculated by the usage rate calculation unit is less than a predetermined value, and to decrease the character's ability value when the usage rate is greater than the predetermined value. The information processing system according to Appendix 12, wherein the ability correction unit corrects one or more ability values ​​of at least one of the plurality of characters based on the ability correction value determined by the correction value determination unit. (Note 14) In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation unit calculates a character usage rate for each of the multiple characters, indicating how often the character was used from the start to the middle of the ongoing game content. A correction value determination unit determines, for each of the multiple characters, one or more ability correction values ​​that are calculated to be higher the lower the usage rate, based on the usage rate calculated by the usage rate calculation unit, An information processing system or device comprising: an ability correction unit that corrects one or more ability values ​​of at least one of the plurality of characters based on the ability correction value determined by the correction value determination unit during the progress of the game content. In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation step is performed to calculate the character usage rate for each of the multiple characters, which indicates how often the character was used from the start to the middle of the ongoing game content. A correction value determination step, in which, based on the usage rate calculated in the usage rate calculation step, one or more ability correction values ​​are calculated for each of the multiple characters, the lower the usage rate, the higher the value calculated; An information processing method or program that, in the middle of the ongoing game content, performs on a computer an ability correction step of correcting one or more ability values ​​of at least one of the plurality of characters based on the ability correction value determined in the correction value determination step. This allows for quick adjustments to character stats based on how players use their characters during gameplay, effectively preventing the game experience from becoming monotonous. (Note 15) The usage rate calculation unit classifies the multiple players into multiple groups, and for each of the multiple characters, calculates the usage rate for each of the multiple characters. The correction value determination unit determines the ability correction value for each of the multiple characters for each group based on the usage rate for each of the multiple characters calculated for each group. The ability correction unit corrects one or more ability values ​​of at least one of the plurality of characters for each group, based on the ability correction value determined by the correction value determination unit, as described in any of the information processing systems or devices described in Appendix 1 to Appendix 14. This helps to mitigate situations where a particular character is frequently used by a specific group of players but rarely used by other groups. (Note 16) The information processing system or apparatus described in Appendix 15, wherein the usage rate calculation unit classifies the plurality of players into the plurality of groups according to the player level determined according to the progress of each player's game. This helps to mitigate situations where, for example, a certain character is frequently used by advanced players but rarely by beginners, and allows for finer adjustments, such as increasing a character's stats specifically for beginners. (Note 17) In a game in which multiple players each use a combination of two or more characters from among multiple characters available in the game, and sequentially progress through multiple game contents, a usage rate calculation unit calculates, for each of the combinations of two or more characters used by the multiple players, each time one of the game contents in the multiple game contents is completed, the usage rate of the combination that was used in the completed game content. Based on the usage rate calculated by the usage rate calculation unit, a correction value determination unit determines one or more ability correction values ​​for each of the two or more character combinations, where the lower the usage rate, the higher the calculated value. An information processing system or device comprising: an ability correction unit that, in the game content following the game content for which the usage rate has been calculated, corrects one or more ability values ​​of at least one character from each of the two or more character combinations, or attribute values ​​relating to each of the two or more character combinations, based on the ability correction value determined by the correction value determination unit. In a game in which multiple players each use a combination of two or more characters from among multiple characters available in the game, and sequentially progress through multiple game contents, a usage rate calculation step is performed to calculate the usage rate for each combination of two or more characters used by the multiple players, indicating how often that combination was used in the completed game content, each time one of the multiple game contents is completed. Based on the usage rate calculated in the usage rate calculation step, a correction value determination step is performed to determine one or more ability correction values ​​for each of the two or more character combinations, where the lower the usage rate, the higher the calculated value. An information processing method or program that causes a computer to perform an ability correction step in the game content following the game content for which the usage rate has been calculated, which corrects one or more ability values ​​of at least one character from each of the two or more character combinations, or attribute values ​​relating to each of the two or more character combinations, based on the ability correction value determined in the correction value determination step. This helps to prevent bias in the character combinations (parties) used by players, effectively mitigating monotony in the game experience. (Note 18) The information processing system or apparatus according to any one of the appendices 1 to 17, wherein the correction value determination unit determines, based on the usage rate calculated by the usage rate calculation unit, a cost correction value for each of the plurality of characters, which reduces the cost consumed when using the character in the game or when making adjustments to the character as the usage rate is lower. This effectively encourages players to use characters with low usage rates. The cost can be the so-called deployment cost or the resources required to activate skills. (Note 19) The information processing system or apparatus described in Appendix 18, further comprising an adjustment unit for reducing the cost based on the cost correction value. (Note 20) In a game in which multiple players each use one or more characters from among multiple characters available in the game and progress through multiple consecutive game contents sequentially, a usage rate calculation unit calculates an equipment usage rate for each of the equipment items available in the game content, indicating how often the equipment equipped by the character was used in the completed game content, each time one of the multiple game contents is completed. A correction value determination unit determines, for each of the equipment items, one or more capability correction values ​​that are calculated to be higher the lower the equipment usage rate, based on the equipment usage rate calculated by the equipment usage rate calculation unit, An information processing system or device comprising: an ability correction unit that, in the game content following the game content in which the equipment usage rate has been calculated, corrects the ability value of at least one of the equipment items based on the ability correction value determined by the correction value determination unit. In a game in which multiple players each use one or more characters from among multiple characters available in the game and progress through multiple consecutive game contents sequentially, each time one of the multiple game contents is completed, a usage rate calculation step is performed to calculate the equipment usage rate, which indicates how often the equipment equipped by the character was used in the completed game content, for each of the equipment items available in the game content. A correction value determination step, in which, based on the equipment usage rate calculated in the usage rate calculation step, one or more ability correction values ​​are calculated for each of the equipment items, such that the lower the equipment usage rate, the higher the value calculated, is determined for each of the equipment items. An information processing method or program that causes a computer to perform an ability correction step in the game content following the game content for which the usage rate has been calculated, which corrects the ability value of at least one piece of equipment among all the equipment based on the ability correction value determined in the correction value determination step. This helps to prevent the game from becoming monotonous by reducing the bias in the use of equipment. Needless to say, any part or all of the configurations described in Appendix 1 to 20 above can be added to, substituted for, or applied to other configurations. [Explanation of symbols]

[0097] 1…Game System 100... Game Server 110... Communications Department 120...Storage section 121…Application Program 122... Database 130... Processing Unit 131...Game Provision Department 132…Usage rate calculation unit 133... Correction value determination unit 134... Ability Correction Department 135…Presentation part 136...Settings Change Section 200... User terminal 210... Communications Department 220...Storage section 221…Application Program 222... Database 230... Processing Unit 231...Operation information acquisition unit 232...Game Execution Department 240...Display section 250...Operation unit 1200... Computer NW...Network

Claims

1. In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation unit calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content, each time a game content is completed. A correction value determination unit determines, for each of the multiple characters, one or more ability correction values ​​that are calculated to be higher the lower the usage rate, based on the usage rate calculated by the usage rate calculation unit, An information processing system comprising: an ability correction unit that, in the next game content following the game content for which the usage rate has been calculated, corrects the ability correction value determined by the correction value determination unit to be higher, thereby correcting the ability values ​​of at least one of the multiple characters to be higher.

2. The information processing system according to claim 1, further comprising a display unit that displays the usage rate and the ability correction value to each of the plurality of players.

3. The information processing system according to claim 1, wherein the ability correction unit corrects the ability values ​​selected by each of the multiple players from among multiple types of ability values, based on the ability correction value, to correspond to each of the multiple players.

4. The information processing system according to claim 1, further comprising a setting change unit that allows the correction value determination unit to change the calculation formula used to calculate the capability correction value.

5. The information processing system according to claim 1, wherein the usage rate calculation unit calculates the usage rate for each of the identical characters even if the same character is included in the plurality of characters, provided that the attributes of the identical character are different.

6. The information processing system according to claim 1, wherein the ability correction unit restricts the correction of ability values ​​for characters among the plurality of characters whose usage rate, calculated sequentially from the start of the game content, exceeds a threshold, or restricts the correction of ability values ​​for characters among the plurality of characters whose usage rate during a predetermined period in the game content exceeds a threshold.

7. The information processing system according to claim 1, wherein the ability correction unit, when correcting the ability values ​​of a character relating to any of the multiple players, limits the correction of ability values ​​for characters used by the player in the game content for which the usage rate was calculated.

8. The information processing system according to claim 1, wherein, if the next game content is content relating to a battle between the player and other players, the ability correction unit corrects the ability value of at least one of the plurality of characters based on the ability correction value.

9. The information processing system according to claim 1, wherein the ability correction unit reduces the ability value of characters among the plurality of characters whose usage rate calculated by the usage rate calculation unit is equal to or greater than a predetermined value.

10. The usage rate calculation unit classifies the multiple players into multiple groups, and for each of the multiple characters, calculates the usage rate for each of the multiple characters. The correction value determination unit determines the ability correction value for each of the multiple characters for each group based on the usage rate for each of the multiple characters calculated for each group. The information processing system according to claim 1, wherein the ability correction unit corrects one or more ability values ​​of at least one of the plurality of characters for each group based on the ability correction value determined by the correction value determination unit.

11. The information processing system according to claim 1, wherein the correction value determination unit determines, based on the usage rate calculated by the usage rate calculation unit, a cost correction value for each of the plurality of characters, which reduces the cost consumed when using the character in the game or for adjustments related to the character as the usage rate decreases.

12. In a game in which multiple players each use one or more characters from among multiple characters available in the game and progress through multiple consecutive game contents sequentially, when each of the multiple game contents is completed, a usage rate calculation unit calculates a character usage rate for each of the multiple characters, indicating how often the character was used in the completed game content. A correction value determination unit determines, for each of the multiple characters, one or more ability correction values ​​that are calculated to be higher the lower the usage rate, based on the usage rate calculated by the usage rate calculation unit, An information processing device comprising: an ability correction unit that, in the next game content following the game content for which the usage rate has been calculated, corrects the ability values ​​of at least one of the multiple characters by a larger amount, the higher the ability correction value determined by the correction value determination unit.

13. In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation step is performed to calculate the usage rate of each of the multiple characters, which indicates how often the character was used in the completed game content, when each of the multiple game contents is completed. A correction value determination step, in which, based on the usage rate calculated in the usage rate calculation step, one or more ability correction values ​​are calculated for each of the multiple characters, the lower the usage rate, the higher the value calculated; An information processing method that, in the next game content following the game content for which the usage rate has been calculated, performs an ability correction step, in which the higher the ability correction value determined by the correction value determination step, the greater the ability values ​​of one or more of the multiple characters among the multiple characters are corrected. This step is performed using one or more information processing devices.

14. In a game in which multiple players each use one or more characters from among multiple characters available in the game and sequentially progress through multiple consecutive game contents, a usage rate calculation step is performed to calculate the usage rate of each of the multiple characters, which indicates how often the character was used in the completed game content, when each of the multiple game contents is completed. A correction value determination step, in which, based on the usage rate calculated in the usage rate calculation step, one or more ability correction values ​​are calculated for each of the multiple characters, the lower the usage rate, the higher the value calculated; A program that causes a computer to perform an ability correction step in the next game content following the game content for which the usage rate has been calculated, wherein the higher the ability correction value determined by the correction value determination step, the greater the ability value of one or more of the ability values ​​of at least one of the multiple characters.