Game system and program

The game system uses a large-scale language model to generate dynamic scenarios based on player choices and rewards, addressing the predictability issue in existing games, thereby enhancing player engagement.

JP7878752B2Active Publication Date: 2026-06-23KONAMI DIGITAL ENTERTAINMENT CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2024-04-25
Publication Date
2026-06-23

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Patent Text Reader

Abstract

To provide a game full of amusement for a player.SOLUTION: A game system 1 has a scenario acquisition part 212 which acquires a scenario created by a large language model using a creation instruction information, a game provision part 211 which provides a game progressing using the scenario for a player's terminal device, and a reward imparting part 213 which imparts a reward to the player on the basis of a progress result of the game. The creation instruction information includes outline information indicating an outline of the scenario, and object information indicating a game object possessed by the player.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] There are games in which a plurality of scenes are played back in a predetermined order, and the scenario changes according to the player's input operation in a specific scene. In such games, according to the player's input operation in a certain scene, the branch destination of the scenario in that scene or a later scene changes. However, since the correspondence between the player's input operation and the branch destination of the scenario is clear, there is a problem that the story development lacks surprise. Therefore, there is a known technique in which a specific input operation is performed in a scene before the current scene, and when an input operation is performed in the current scene, a conditional scene is played back continuously following the current scene (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the game of the above technique, ultimately, it only progresses according to a pre-prepared scenario. In this regard, there is a problem that it lacks interest for the player of the game. In view of the above circumstances, an object of the present invention is to provide a more interesting game for the player.

Means for Solving the Problems

[0005] To solve the above problems, a game system according to one aspect of the present invention includes a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information, a game provision unit that provides a game progressing using the scenario to a player's terminal device, and a reward provision unit that provides a reward to the player based on the progress of the game, wherein the creation instruction information includes outline information that shows the outline of the scenario and object information that shows game objects possessed by the player.

[0006] To solve the above problems, a program according to one aspect of the present invention causes a computer to function as a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information, a game provision unit that provides a game progressing using the scenario to a player's terminal device, and a reward provision unit that provides a reward to the player based on the progress of the game, wherein the creation instruction information includes outline information that shows the outline of the scenario and object information that shows game objects possessed by the player. [Brief explanation of the drawing]

[0007] [Figure 1] This is a diagram showing the configuration of the game system according to the embodiment. [Figure 2] This block diagram shows the functional configuration of a game server. [Figure 3] This figure shows an example of player information stored on a game server. [Figure 4] This diagram shows the hardware configuration of the game server. [Figure 5] This is a block diagram showing the functional configuration of an SNS server. [Figure 6] This diagram shows the hardware configuration of the SNS server. [Figure 7] This block shows the functional configuration of the scenario server. [Figure 8]It is a diagram showing the hardware configuration in the scenario server. [Figure 9] It is a block diagram showing the functional configuration in the summary server. [Figure 10] It is a diagram showing the hardware configuration in the summary server. [Figure 11] It is a block diagram showing the functional configuration in the terminal device. [Figure 12] It is a diagram showing the hardware configuration in the terminal device. [Figure 13] It is a diagram showing an example of object information. [Figure 14] It is a diagram showing an example of the gist information. [Figure 15] It is a diagram showing an example of the writing rule information. [Figure 16] It is a diagram showing an example of the scenario rule information. [Figure 17] It is a diagram showing an example of the scenario detailed information. [Figure 18] It is a diagram showing an example of the setting data set. [Figure 19] It is a diagram showing an example of the scenario prerequisite information. [Figure 20] It is a diagram showing an example of the operation sequence of the scenario game. [Figure 21] It is a diagram showing an example of the operation sequence of the scenario game. [Figure 22] It is a diagram showing an example of the operation sequence of the scenario game. [Figure 23] It is a diagram showing an example of the screen displayed on the terminal device. [Figure 24] It is a diagram showing an example of the screen displayed on the terminal device. [Figure 25] It is a diagram showing an example of the screen displayed on the terminal device. [Figure 26] It is a diagram showing an example of the screen displayed on the terminal device. [Figure 27] It is a diagram showing an example of the screen displayed on the terminal device. [Figure 28] It is a diagram showing an example of the screen displayed on the terminal device. [Figure 29] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 30] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 31] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 32] It is a diagram showing an example of a screen displayed on a terminal device. [Figure 33] It is a diagram showing an example of a quest card.

Embodiment for Carrying Out the Invention

[0008] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. In each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, the embodiments described below are preferred specific examples of the present invention, and thus various technically preferable limitations are imposed. However, the scope of the present invention is not limited to these embodiments unless there is a description specifically limiting the present invention in the following description.

[0009] <Game System> First, an example of the outline of the game system 1 according to the embodiment will be described.

[0010] FIG. 1 is a diagram showing the configuration of the game system 1 according to the embodiment. As shown in the figure, in the game system 1, a game server 10, an SNS server 20, a scenario server 30, a summary server 40, and a plurality of terminal devices 60 (60-1 to 60-4) are connected to each other via a network 50 so as to be communicable.

[0011] The network 50 is a communication network via one or both of wired and wireless. Terminal device 60 is an information terminal device operated by the user (player), and specifically, it is a smartphone. However, terminal device 60 is not limited to a smartphone, and may also be a portable or stationary personal computer, a home game console, or a commercial game machine installed in a commercial facility, etc. Furthermore, although the diagram shows four terminal devices 60, the number is not limited to "4". When describing a specific terminal device, a distinguishing number is added after a hyphen ("-"), but when describing a terminal device without specifying it, the part after the hyphen is omitted, and the symbol is simply "60".

[0012] In Game System 1, a scenario game is provided to terminal devices 60 of four players who make up a party. In the Game System 1 according to this embodiment, the scenario game is provided to the terminal devices 60 through an overall configuration of a game server 10, an SNS server 20, a scenario server 30, and a summary server 40. Therefore, in this embodiment, Game System 1 includes the game server 10, the SNS server 20, the scenario server 30, and the summary server 40. In this embodiment, the processing is divided among multiple servers because consolidating the processing into a single server would result in an excessive processing load, so the processing is functionally distributed.

[0013] The scenario server 30 and summary server 40 are merely responsible for generating the information used in providing the scenario game; the game server 10 and SNS server 20 are the primary providers of the scenario game. Furthermore, as will be described in the modified configuration below, it is also possible for the game server 10 to perform the functions of the SNS server 20. Therefore, in this explanation, when we refer to "Game System 1," there are three possible meanings: it can refer to the entire system including Game Server 10, SNS Server 20, Scenario Server 30, and Summary Server 40; it can refer to Game Server 10 and SNS Server 20 excluding Scenario Server 30 and Summary Server 40; and it can refer to Game Server 10 only.

[0014] This section outlines the scenario game provided by Game System 1. The scenario game is a role-playing game that progresses through the selection of choices made by the four players who make up the party. The choices made can be decided through consultation among the players in the party, by majority vote among the four using a voting function, or by drawing lots. When an option is selected, the AI ​​generates new scenario information and new options based on the selection result and object information indicating the objects used by the player, and presents them to the player. In this embodiment, the presentation of options and the selection of options are repeated three times, after which the game result is reached and the game ends.

[0015] The generated scenario information is based on choices made by the player, objects used by the player, etc., and the game progresses using this generated scenario information, making it more interesting from the player's perspective.

[0016] In Figure 1, the game server 10 provides the object information to the SNS server 20 and reflects the results of the scenario game in the object information. The SNS server 20 provides information exchange services to users and also manages the progress of the scenario game by communicating with terminal devices 60 and other servers. The scenario server 30 generates scenario information using a large-scale language model, as will be described later. The summary server 40 generates the scenario prerequisite information necessary for generating scenario information.

[0017] Next, we will describe the configuration of the game server 10, SNS server 20, scenario server 30, and summary server 40.

[0018] Figure 2 is a functional block diagram showing an example of a game server 10. The game server 10 includes a control unit 110, a storage unit 120, and a communication unit 130. The control unit 110 includes a management unit 111 and an information reflection unit 112. The management unit 111 manages the information necessary for the progress and provision of the scenario game. The information reflection unit 112 reflects information received from external sources into the contents of the storage unit 120.

[0019] The control program 121 is stored in the memory unit 120. The control program 121 includes both an operation system program for the control unit 110 to control various parts of the game server 10, and an application program for managing scenario games, etc. Furthermore, the memory unit 120 is also provided with a player information memory unit 123. The player information memory unit 123 stores player information 1230 for each player, which is used to provide the scenario game.

[0020] Figure 3 shows an example of player information 1230 for one player. The player information 1230 for one player includes value medium information 1232 and one or more object information 1234. Value medium information 1232 indicates the amount of value medium that the player can use in the scenario game, etc. Value medium refers to an intangible medium used in the scenario game, etc., such as electronic medals or credits, and is managed as electronic data. The user of the terminal device 60 may, for example, play the scenario game as a player without consuming value medium, or may be able to play the scenario game by consuming value medium. In addition, the amount of value medium may be increased as a reward for reaching the outcome of the scenario game, or value medium may be consumed when purchasing quest items as described later. Object information 1234 is information indicating the medium that represents the player in the scenario game, and details will be described later.

[0021] Returning to the explanation in Figure 2, the communication unit 130 communicates with the SNS server 20.

[0022] Figure 4 shows an example of the hardware configuration of the game server 10. The game server 10 includes a processing unit 11 that controls each part, a storage device 12 that stores various information, and a communication device 13. The processing unit 11 is composed of one or more processing circuits, such as a CPU (Central Processing Unit), and controls each element of the game server 10. The processing unit 11 may also be composed of circuits other than a CPU, such as a DSP (Digital Signal Processor) or an ASIC (Application Specific Integrated Circuit).

[0023] The storage device 12 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores control programs 121 executed by the processing device 11, player information 1230, etc. The storage device 12 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to or detached from the game server 10, or an external recording media that can be communicated via the network 50, such as online storage, may be used as the storage device 12. The communication device 13 is hardware for communicating with external devices located outside the game server 10 via either a wired network or a wireless network, and functions as a communication unit 130.

[0024] Figure 5 is a functional block diagram showing an example of an SNS server 20. The SNS server 20 includes a control unit 210, a storage unit 220, and a communication unit 230. The control unit 210 includes a game provision unit 211, a scenario acquisition unit 212, and a reward granting unit 213. The game provision unit 211 provides the scenario game to the terminal device 60 via the network 50. The scenario acquisition unit 212 acquires scenario information generated by the scenario server 30. The reward granting unit 213 grants rewards to the player based on the progress of the scenario game. Rewards are not only granted as a final result of the scenario game, but also granted during the scenario game.

[0025] The memory unit 220 stores the control program 221, outline information 223, writing rule information 224, scenario rule information 225, scenario details 226, and setting materials 227. The control program 221 includes both an operation system program for the control unit 210 to control various parts of the SNS server 20, and an application program that provides a scenario game.

[0026] Core information 223 is information that shows the basic rules of the scenario game and instructs the core of how to generate the scenario information. Writing rule information 224 specifies how the text included in the generated scenario information should be written. Note that the text included in the scenario information consists of two types: text describing the game's progression and text describing the game's development. The latter, text describing the game's development, is sometimes simply referred to as the "scenario." Scenario rule information 225 is information that specifies what kind of content will be generated for the scenario that shows the progress of the game. Scenario Details 226 is information that specifies in more detail than Scenario Rule Information 225 how the scenario that shows the development of the game will be generated. Setting Materials Collection 227 is a collection of information set in the scenario game, such as a historical timeline, a list of countries, and a list of characters. Further details regarding the outline information 223, writing rules information 224, scenario rules information 225, scenario details 226, and setting materials collection 227 will be described later.

[0027] The communication unit 230 communicates with the terminal device 60, the game server 10, the scenario server 30, and the summary server 40.

[0028] Figure 6 shows an example of the hardware configuration of the SNS server 20. The SNS server 20 includes a processing unit 21 that controls each part, a storage device 22 that stores various information, and a communication device 23. The processing unit 21 is composed of one or more processing circuits, such as a CPU, and controls each element of the SNS server 20. The processing unit 21 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.

[0029] The storage device 22 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores the control program 221 executed by the processing device 21, as well as outline information 223, writing rule information 224, scenario rule information 225, scenario details information 226, and setting data collection 227. The storage device 22 may be composed of a combination of multiple types of storage media. Alternatively, a portable storage media that can be attached to and detached from the SNS server 20, or an external storage media that can communicate via the network 50, such as online storage, may be used as the storage device 22. The communication device 23 is hardware for communicating with external devices located outside the SNS server 20 via the network 50, and functions as a communication unit 230.

[0030] Figure 7 is a functional block diagram showing an example of a scenario server 30. The scenario server 30 includes a control unit 310, a storage unit 320, and a communication unit 330. The control unit 310 includes a management unit 311, a generation unit 312, and a large-scale language model 313. The management unit 311 manages the operation of each element in the scenario server 30. The generation unit 312 generates scenario information based on creation instruction information, for example, by RAG (Retrieval-augmented Generation). In detail, the generation unit 312 generates scenario information based on creation instruction information using the large-scale language model 313, combining retrieval to specific knowledge and information sources. The creation instruction information includes object information 1234 used by the four players who make up the party, framework information 223, scenario prerequisite information, and in some cases, information about choices made by the party. The large-scale language model 313 is a model designed to understand the structure and context of natural language using a massive amount of natural language data, and to solve language processing tasks. Specifically, it is a deep learning algorithm that generates new scenarios based on the data patterns and relationships of the creation instruction information.

[0031] The control program 321 is stored in the memory unit 320. The control program 321 includes both an operation system program for the control unit 310 to control each part of the scenario server 30, and an application program for generating scenario information. The communication unit 330 communicates with the SNS server 20 and the summary server 40.

[0032] Figure 8 shows an example of the hardware configuration of the scenario server 30. The scenario server 30 includes a processing unit 31 that controls each part, a storage device 32 that stores various information, and a communication device 33. The processing unit 31 is composed of one or more processing circuits, such as a CPU, and controls each element of the scenario server 30. The processing unit 31 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.

[0033] The storage device 32 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores the control program 321 executed by the processing device 31. The storage device 32 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to or detached from the scenario server 30, or an external recording media that can be communicated via the network 50, such as online storage, may be used as the storage device 32. The communication device 33 is hardware for communicating with external devices located outside the scenario server 30 via the network 50, and functions as a communication unit 330.

[0034] Figure 9 is a functional block diagram showing an example of a summary server 40. The summary server 40 is, for example, a generative search engine. The summary server 40 includes a control unit 410, a storage unit 420, and a communication unit 430. The control unit 410 includes a management unit 411 and a generation unit 412. The management unit 411 manages the operation of each element in the summary server 40. The generation unit 412 is, for example, a generation AI, which generates scenario prerequisite information for each scenario game based on the setting data collection 227 and object information 1234 corresponding to the four players that make up the party. The memory unit 420 stores the control program 421. The control program 421 includes both an operation system program for the control unit 410 to control each part of the summary server 40 and an application program for generating scenario prerequisite information. The communications unit 430 communicates with the SNS server 20 and the scenario server 30.

[0035] Figure 10 shows an example of the hardware configuration of the summary server 40. The summary server 40 includes a processing unit 41 that controls each part, a storage device 42 that stores various information, and a communication device 43. The processing unit 41 is composed of one or more processing circuits, such as a CPU, and controls each element of the summary server 40. The processing unit 41 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.

[0036] The storage device 42 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores control programs 421 and the like executed by the processing device 41. The storage device 42 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the summary server 40, or an external recording media that can be communicated via the network 50, such as online storage, may be used as the storage device 42. The communication device 43 is hardware for communicating with external devices located outside the summary server 40 via the network 50, and functions as a communication unit 430.

[0037] Figure 11 is a functional block diagram showing an example of a terminal device 60. The terminal device 60 includes a control unit 610, a storage unit 620, a communication unit 630, a display unit 642, and an operation unit 644. The control unit 610 includes a management unit 611 and a game acquisition unit 612. The management unit 611 manages the operation of each element in the terminal device 60. The game acquisition unit 612 acquires game information supplied from the SNS server 20. The memory unit 620 stores the control program 621. The control program 621 includes both an operation system program for the control unit 610 to control various parts of the terminal device 60, and an application program that displays a game screen based on game information. The communication unit 630 communicates with the game server 10 and the SNS server 20. The display unit 642 displays various screens. The control unit 644 accepts operations from the user (player) who owns the terminal device 60.

[0038] Figure 12 shows an example of the hardware configuration of the terminal device 60. The terminal device 60 includes a processing unit 61 that controls each part, a storage device 62 that stores various information, a communication device 63, and a display operation device 64. The processing unit 61 is composed of, for example, one or more processing circuits such as a CPU, and controls each element of the terminal device 60. The processing unit 61 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.

[0039] The storage device 62 is one or more memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores control programs 621 and the like executed by the processing device 61. The storage device 62 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the terminal device 60, or an external recording media that can be communicated via the network 50, such as online storage, may be used as the storage device 62. The communication device 63 is hardware for communicating with external devices located outside the terminal device 60 via the network 50, and functions as a communication unit 630.

[0040] The display and operation device 64 is a so-called touch panel, and functions as a display unit 642 that displays various screens, as well as an operation unit 644 that accepts input from the player. In this embodiment, player operations include, firstly, tapping the display operation device 64 with a fingertip as if pressing a software button; secondly, swiping the display operation device 64 with a fingertip to scroll the displayed content; thirdly, pinching out to enlarge the displayed content by touching the display operation device 64 with two fingertips and widening the distance between the fingertips; and fourthly, pinching in to shrink the displayed content by narrowing the distance between the fingertips.

[0041] Figure 13 shows an example of object information 1234 in Figure 3. An object is a game object that represents the player's medium in a scenario game; in short, it is a character. Object information 1234 is information that defines the object in question. Specifically, as shown in the diagram, object information 1234 specifies information corresponding to each item, such as ID, object name, country of origin, level, skills, sense type, life goals, and Jill Power. Among the items, for example, ID is a unique number assigned to an object, object name is a proper noun assigned to the object, and country of origin is the nationality, etc., set for the object. Also, level indicates the proficiency of the object, and the initial value is, for example, "1". As the level increases, it may become advantageous in scenario games. Skills indicate the abilities acquired by the object, and sense type indicates the attribute of the object. Personality, life goals, and Jill Power indicate the individuality, background, etc., of the character shown in the object information. Dialogue is referenced when scenario information is created that makes it seem as if the object speaks. Appearance is information used to set the appearance and look of the object. Furthermore, the object (object information 1234) may also be an NFT (Non-Fungible Token) that can be traded between players.

[0042] Some items in object information can be edited by the player, while others cannot. For example, the object name, dialogue, and appearance can be edited by the player. Specifically, the object name, dialogue, personality, life goals, and power can be freely entered by the player as text, or they can be selected from several options. On the other hand, IDs, by their very nature, need to be unique and therefore cannot be edited. Furthermore, levels, skills, and sense types cannot be edited by players because allowing them to be edited could disrupt the game balance.

[0043] Object information 1234 consists of multiple datasets in a basic initial state, which are prepared in the memory unit 120 of the game server 10 (not specifically shown in the diagram). Before a player first plays a scenario game, for example, one dataset is randomly selected or chosen and set as the player's object information 1234. Furthermore, object information 1234, which is drawn by a player consuming a value medium, may be added to the player's player information 1230, or object information 1234 may be given as a reward in a scenario game.

[0044] Figure 14 shows an example of the framework information 223 in Figure 5. The framework information 223 is one of the pieces of information necessary when instructing the scenario server 30 to generate scenario information, and it is information that instructs the basic structure and basic rules of the scenario game. In this embodiment, the rules of progression are defined in 1 to 8 bullet points of text, which specify the start and end conditions of the scenario game, and the scenario is defined in four scenes: the prologue (Chapter 1), Chapter 2, Chapter 3, and the ending. The framework information also specifies that in the scenario game, choices will be presented to the player in each scene of Chapter 1, Chapter 2, and Chapter 3.

[0045] Figure 15 shows an example of the writing rule information 224 in Figure 5. The writing rule information 224 specifies how the text presented to the player should be written when the scenario server 30 generates the scenario information. For example, the writing rule information 224 specifies that the text describing the game progression in the scenario information should be written in the polite "desu / masu" style, and the text describing the game's development should be written in the more formal "dearu" style. The writing rule information 224 also states that the choices should be numbered sequentially, and that the names of the player objects that make up the party, i.e., the names of the participating objects, should be written in bold.

[0046] Figure 16 shows an example of scenario rule information 225 in Figure 5. Scenario rule information 225 specifies instructions for the scenario server 30 to generate scenario information, particularly that the scenario information is generated to reflect the choices selected by the player, and that information should be referenced during generation. For example, scenario rule information 225 specifies that when generating scenario information that includes dialogue for an object, the dialogue item in the object information 1234 should be referenced to ensure consistency in tone.

[0047] Figure 17 shows an example of scenario details 226 in Figure 5. Scenario details 226 specifies the amount of text included in the scenario, the content of the dialogue, and other details.

[0048] Figure 18 shows an example of the setting materials collection 227 in Figure 5. The setting materials collection 227 is a collection of materials that meticulously classifies and defines the settings related to the scenario game. In the example shown in the figure, historical timelines, place names, facilities, etc., which serve as the historical background for the scenario game, are classified by ID, and the target and detailed content are described and defined. In addition, a list of countries, a list of characters, a list of applicable quest items, and a story description are also defined.

[0049] Note that the example in Figure 18 is only an excerpt from the setting materials collection 227, which is actually much larger. Therefore, if the SNS server 20 were to directly transfer the setting materials collection 227 to the scenario server 30 that generates the scenarios, it would take a considerable amount of time, potentially impairing the gameplay experience. Therefore, in this embodiment, the summary server 40 extracts / generates scenario prerequisite information that has been narrowed down from the setting materials collection 227 and sends it to the scenario server 30, and the scenario server 30 generates scenario information based on the scenario prerequisite information and the like.

[0050] Scenario background information is generated by the generation unit 412 of the summary server 40, for example, as follows. For example, the generation unit 412 extracts specific words from the object information 1234 used by the four players who make up the party, and generates a summary of the background, characters, and scenario based on these extracted words and the setting materials collection 227. Examples of specific words to be extracted from the object information 1234 include words corresponding to the country of affiliation and skill items.

[0051] Figure 19 shows an example of scenario background information. In the example shown, the scenario background information includes the background, characters, and a summary of the scenario, but it may also include other elements.

[0052] The outline information 223, writing rule information 224, scenario rule information 225, and scenario details information 226 will be conveniently abbreviated as outline information, etc. The outline information, etc. is immutable in a scenario game. Therefore, once the outline information, etc. is set in the scenario server 30 when generating the scenario information, it does not need to be set each time a scenario game is provided. On the other hand, the scenario prerequisite information refers to object information 1234 used by the four players, so it needs to be generated for each scenario game, corresponding to the party. However, in this embodiment, for the sake of explanation, the SNS server 20 is configured to provide the core information, etc., to the scenario server 30 for each scenario game. In addition, in this embodiment, the SNS server 20 provides the object information 1234 of the four players received from the game server 10 to the scenario server 30 and the summary server 40 for each scenario game, and the summary server 40 generates scenario prerequisite information by referring to the object information of the four players and the setting materials collection 227.

[0053] <Scenario game sequence> Next, we will describe the sequence of actions when the scenario game is provided, referring to the diagrams.

[0054] Figures 20, 21, and 22 show the operation sequence. Figures 23 to 32 show examples of the display screen of the terminal device 60 on which the scenario game is provided.

[0055] As described above, the SNS server 20 provides various information exchange services to users. One of these information exchange services is the "Matching Center." A user of terminal device 60 accesses a channel called the "Matching Center" which is set up on the SNS server 20. This channel provides various communities that are recruiting members. When terminal device 60 accesses this channel, the game provision unit 211 of the SNS server 20 presents terminal device 60 with a list of communities. One of these communities is one that is recruiting members to participate in a scenario game. When a user selects a community that is recruiting participants for a scenario game, information indicating that selection is sent to the SNS server 20 (Step Sa1). Upon receiving notification that a scenario game has been selected, the SNS server 20 displays a screen to the terminal device 60 showing an overview of the quests in the scenario game (Step Sa2).

[0056] Figure 23 shows an example of the screen of the terminal device 60 presented in step Sa3. The display operation device 64 of the terminal device 60 shows "Matching Center" in area A1, and in area A2, a bot representing the provider of the scenario game shows information indicating the quest overview and what the user should do to participate in the scenario game. The software button 6401 is tapped when the user wants to participate in the scenario game.

[0057] Although Figures 23 to 32 are shown as individual screens for illustrative purposes, they are actually continuous and can be scrolled by the user swiping on the display control device 64. Furthermore, zooming in or out of the screen is also possible by swiping on the display control device 64. Zooming in or out of the screen is also possible by pinching out or pinching in on the display control device 64.

[0058] When the software button 6401 is tapped, information indicating that it has been tapped is sent to the SNS server 20 (step Sa3). Upon receiving information that a tap has been made, the SNS server 20, through the game provision unit 211, displays a screen to the terminal device 60 prompting it to enter the ID of an object to be used in the scenario game (step Sa4).

[0059] Figure 24 shows an example of an input form screen on terminal device 60 presented in step Sa5. On the display operation device 64, the purpose of this screen is shown in area A3, and the processing details and precautions when an object ID is entered are shown in area A4. Input area 6402 is where the user enters the object ID using alphanumeric characters, etc. Furthermore, on the input form screen, the software button 6403 is tapped to cancel the ID entered in the input field 6402, and the software button 6403 is tapped to accept the ID entered in the input field 6402 and send it to the SNS server 20. Alternatively, instead of the user entering an object ID, the system could be configured to display a list of object IDs available for use in the scenario game, for example, in a dropdown menu, and allow the user to select one. Furthermore, in cases where a user is playing the scenario game for the first time, they may not possess any available objects; in such cases, objects could be assigned randomly, for example.

[0060] When the ID of an object to be used in the scenario game is entered and the software button 6404 is tapped, that ID is sent to the SNS server 20 (step Sa5). At the SNS server 20 to which the object ID was sent, the game provision unit 211 requests the game server 10 to send object information 1234, specifically the object information 1234 associated with the user (player) of the terminal device 60 that sent the ID, and the object information indicated by the ID (step Sa6).

[0061] Upon receiving a request for object information 1234, the game server 10's management unit 111 searches the player information storage unit 123 for the object information 1234 corresponding to the request and provides it to the SNS server 20 (step Sa7). The SNS server 20 that receives the information generates a screen based on the object information 1234 and presents it to the terminal device 60 (step Sa8).

[0062] Figure 25 shows an example of the screen of the terminal device 60 presented in step Sa8. The display operation device 64 shows the quest name in area A5 and a list of each item in the object information 1234 in area A6. In addition, area 6405 shows the appearance indicated by the object information 1234. Software button 6406 is tapped when the displayed object is not selected, and software button 6407 is tapped when the displayed object is selected.

[0063] Although not specifically illustrated, when the software button 6406 is tapped, the user returns to either the input form screen (see Figure 24) or the initial screen (see Figure 25). In either case, the user is prompted to re-enter the ID of the object being used. On the other hand, when the software button 6407 is tapped, a message is sent to the SNS server 20 (step Sa9). This indicates that the user is participating in the quest as a player of the scenario game, and the object the player will use is determined. Note that while Figure 20 shows the process up to the point where one player determines the objects they will use in the scenario game, the same process is carried out until the other three players in the party have determined the objects they will use in the scenario game.

[0064] Once the objects of the four players that make up the party are determined, the game provider unit 211 notifies each player's terminal device 60 of the names of the four players that make up the party (step Sa10).

[0065] Figure 26 shows an example of the screen of the terminal device 60 presented in step Sa11. The display operation device 64 shows the names of the four players in area A7, "Siberian Husky," "camocamo," "camomile," and "Mosaku," as well as a message that the user should tap the software button 6408 to advance the quest. The quest begins when four people tap the software button 6408 on their respective terminal devices 60 (Step Sa11).

[0066] In the SNS server 20, the game provision unit 211 provides object information 1234 of the objects used by the four players who make up the party to the scenario server 30 and the summary server 40 (step Sa12). Upon receiving object information 1234 for four individuals, the summary server 40's generation unit 412 accesses the setting data collection 227 on the SNS server 20 and generates scenario prerequisite information while referring to the object information 1234 for four individuals (step Sa13). The generated scenario prerequisite information is provided to the scenario server 30 (step Sa14). Meanwhile, the game provision unit 211 provides the scenario server 30 with the outline information 223, writing rule information 224, scenario rule information 225, and the outline information of the scenario details 226 (step Sa15).

[0067] At this point, the scenario server 30 has all the necessary information for creating a scenario, including object information 1234 for the four party members, scenario prerequisite information generated by the summary server 40, and basic structure information. In this state, the generation unit 312 generates scenario information including choice information using the large-scale language model 313 based on the creation instruction information (step Sa16).

[0068] In this configuration, the summary server 40 directly provides the scenario prerequisite information to the scenario server 30. However, it is also possible to configure the system so that the scenario prerequisite information is first sent to the SNS server 20, and the SNS server 20 then provides the scenario prerequisite information, along with the outline information, etc., to the scenario server 30.

[0069] The scenario information generated in the scenario server 30 is provided to the SNS server 20 by the management unit 311 (step Sa17). On the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game provision unit 211 generates a screen based on the scenario information and a screen based on the choice information, and presents them to the terminal device 60 (step Sa18).

[0070] Figure 27 shows an example of the screen of the terminal device 60 presented in step Sa18. First, the display operation device 64 of the terminal device 60 displays the prologue text, which marks the beginning of the scenario game, in area A8. The text in area A8 is generated in a formal style according to the writing rule information 224, as it indicates the development of the game.

[0071] Figure 28 shows an example of the screen of the terminal device 60 that appears after the prologue. The display operation device 64 shows what the player should do in area A9, and displays the choices based on the choice information in area A10. The options displayed in area A10 are generated according to the writing rule information 224.

[0072] Figure 29 shows an example of a screen for players to select from the displayed options. The display control device 64 shows that in area A11, players must select an option within a time limit of 5 minutes, as well as important notes and software buttons 6411 to 6413 for selecting an option. On this screen, if any of the software buttons 6411 to 6413 are tapped, or if the representative sends a number, information indicating that operation is sent to the SNS server 20 (step Sb1 in Figure 21).

[0073] In this embodiment, each of the four players making up the party can choose from the three presented options. However, there is only one option that can be chosen as the party. Therefore, the options selected as a party are determined by the game provider unit 211 on the SNS server 20 in one of the following ways (step Sb2). In other words, the game provider unit 211 determines the option that was chosen by the most players out of the options selected by the four players; if there is a tie, it determines one of the tied options by lottery; if time runs out, it determines one of the options by lottery; and if the four players consult with each other, it determines the option sent by the party representative as the party's choice.

[0074] Area A12 in Figure 29 shows four players discussing which option they should choose as a party, using the communication tools provided by the SNS server 20. Area A13 in Figure 30 shows that, after consultation, the player "Siberian Husky" selected the option with the circled number "2" as the party representative and sent it to the SNS server 20.

[0075] When the game provider unit 211 determines the party's choices, it provides information about the chosen choices to the scenario server 30 (step Sb3).

[0076] The scenario server 30 has already acquired object information 1234 for the four players who make up the party in step Sa12, scenario prerequisite information in step Sa14, and basic information, etc. in step Sa15. In this instance, the generation unit 312 generates scenario information including choice information based on creation instruction information that includes, in addition to this information, information on the choices decided by the party (step Sb4).

[0077] Prior to the prologue (Chapter 1), no choices were presented, so in Step Sa16, scenario information was generated without referring to the information of the choices decided by the party. However, in this Step Sb4, scenario information is generated including the information of the choices decided by the party. The choices decided by the party are, in other words, the will of the party. Therefore, the scenario information generated this time reflects the will of the party, and Chapter 2 of the scenario game unfolds based on this scenario information. That is, the scenario game progresses with the will of the party reflected in it. Therefore, it will be more interesting for the players.

[0078] The scenario information generated in the scenario server 30 is provided to the SNS server 20 (step Sb5). On the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game provision unit 211 generates screens based on the scenario information and screens based on the choice information, and presents them to the terminal device 60 as Chapter 2 (step Sb6).

[0079] Area A14 in Figure 30 displays a confirmation message indicating that the SNS server 20 has received the representative's selection of "2". This message, as it indicates the progress of the game, is generated in a polite, formal style as defined in writing rules information 224. Next, area A15 displays the scenario for Chapter 2, which reflects the party's intentions. After this, the choices for Chapter 2 are presented. Although the content of the choices differs from those in area A10, the display format of the choices is the same, so the screen illustration is omitted.

[0080] The subsequent operation sequence is the same as in steps Sb1 to Sb6. In other words, from the options presented in Chapter 2, the party's choices are determined, and based on the object information 1234 of the four players, scenario prerequisite information and framework information, etc., as well as creation instruction information that includes the results of the choices selected by the party, scenario information including choice information is generated. Then, screens based on this scenario information and screens based on choice information are generated and presented to the terminal device 60 as Chapter 3.

[0081] The subsequent operation sequence is as shown in Figure 22, and steps Sc1 to Sc6 in Figure 22 are almost identical to steps Sb1 to Sb6 in Figure 22. However, once the party's choices are decided from the options presented in Chapter 3, the ending will follow. Therefore, in step Sc4, the scenario information generated based on the creation instruction information, which includes the object information 1234 of the four players, the scenario prerequisite information, the basic structure information, and the results of the choices selected by the party, is the text that leads to the ending, and does not include the choice information. The generated scenario information is provided to the SNS server 20 by the management unit 311 (step Sc5). On the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game provision unit 211 generates screens based on the scenario information and screens based on the choice information, and presents them to the terminal device 60 as the ending (step Sc6). In scenario-based games, the ending specifically indicates whether or not the quest was successful.

[0082] For example, the following are some possible scenarios for determining the success or failure of a quest. First, the system is envisioned to assign points to the choices presented in Chapters 1, 2, and 3 during the generation process. When a party decides on a choice, these points are awarded to that party and accumulated. If the accumulated points exceed a certain threshold, the quest is deemed successful. The points assigned to each choice are hidden from the player.

[0083] Next, a structure is envisioned in which the success or failure of the quest is determined solely by the choices made in the final Chapter 3. In short, if the correct choice is selected in Chapter 3, the quest is successful; if any other choice is selected, the quest fails. Note that there may be multiple correct choices, or there may be no correct choices at all. Alternatively, the number of correct choices in Chapter 3 may be determined based on the choices made in Chapters 1 and 2. This structure would result in a higher success rate for the quest, as better choices made before Chapter 3 would increase the number of correct choices in Chapter 3.

[0084] Furthermore, at the start of a quest, it is conceivable that the success or failure of the quest is determined based on the object information 1234 of the objects used by, for example, four players. In this configuration, the outcome of the choices made may also affect factors other than the success or failure of the quest. These factors include rewards given at the end of the quest. When determining the success or failure of a quest at its start, the system may be configured to determine the success or failure based on the sum, median, or average level of the objects used by the four players. With this configuration, the higher the level of the objects used by the four players, the higher the quest's success rate. Note that using the median level of the objects eliminates the influence of any single object having a significantly higher level.

[0085] On the SNS server 20, the reward distribution unit 213 determines the final result of the scenario game based on the ending scenario information, and determines the rewards to be given to the four players in the party based on that final result (step Sc7). The rewards to be given may include, for example, increasing the level of the objects used by the players according to the success or failure of the quest, giving quest items, or giving value media. Furthermore, the rewards given to the four players who make up the party may be the same or different.

[0086] On the SNS server 20, the game provision unit 211 creates a screen showing the results of the scenario game and the details of the rewards, presents it to the terminal devices 60 of the four players, and provides the determined reward information to the game server 10 (step Sc8). Upon receiving reward information, the game server 10 updates the player information 1230 according to the reward information (step Sc9). For example, if the reward is an object level-up, the management unit 111 increases the level of the object information 1234 used by the player. If the reward is a quest item, the management unit 111 links the information indicating the quest item to the player information 1230 or object information 1234. Also, for example, if the reward is a value medium, the management unit 111 increases the value medium information in the corresponding player information 1230 by the specified amount.

[0087] Figure 31 shows an example of an ending screen displayed on terminal device 60. On display operation device 64, area A16 displays a message indicating that it is the ending, and area A17 displays text describing the development of the scenario in the ending. In this text, the names of the objects used by the four players who make up the party are displayed in bold, as specified in writing rule information 224.

[0088] Figure 32 is an example of a screen showing the rewards in a scenario game displayed on terminal device 60. This example shows that the rewards given to the four players who make up the party are different, and the display operation device 64 shows an example in area A18 where the level of the objects used by each player has been maintained or increased. The scenario game has now concluded.

[0089] <Variation> The embodiments illustrated above can be modified in various ways. Specific examples of modifications that can be applied to the embodiments are given below. Two or more embodiments arbitrarily selected from the following examples may be combined to the extent that they do not contradict each other.

[0090] <First variation> The first modification involves supplying electronic information called quest cards to the terminal devices 60 of the four players constituting the party, as one form of reward given as a result of the scenario game.

[0091] Figure 33 shows an example of a quest card supplied to the terminal device 60 being displayed on the display operation device 64. Each quest card displays a five-star rating indicating the difficulty of the quest, a summary of the scenario in the scenario game, the appearance of the objects used by the four players participating in the scenario game, and the names of the objects. The scenario summary is generated by the scenario server 30 and provided to the SNS server 20. The SNS server 20, for example, the game provision unit 211, generates a quest card from the scenario summary, and the quest card is presented to the terminal device 60.

[0092] <Second variation> The second variation involves a system that evaluates and scores the objects used by the players, and then generates scenario information including choice information based on those scores. In other words, the scenario server 30 generates scenario information including choice information by adding the object information 1234 used by the four players, scenario prerequisite information, outline information, etc., and if there is information on choices decided by the party, information on those choices.

[0093] Examples of scoring the evaluation include, firstly, assigning a score to the total level of the objects used by the four players; secondly, assigning a separate compatibility value to each object and assigning a score to the total compatibility of the objects used by the four players; and thirdly, assigning a score to the relationship between the objects used by the four players and the generated scenario. In the second example, compatibility means that, for example, if object A and object B are siblings, their compatibility value will be high, or if object C and object D are rivals, their compatibility value will be low. In the third example, the relationship could be, for instance, the number of objects that originate (belong to) the location where the scenario takes place.

[0094] <Third variation> In the embodiment described, the four players constituting the party consult with each other using a communication tool provided by the SNS server 20. However, the game server 10 may also be configured to consult with each other using a separate communication function provided on the game server 10. Specifically, the game server 10 would take over the functions of the control unit 210, storage unit 220, and communication unit 230 of the SNS server 20. Such a configuration would make it possible to eliminate the SNS server 20.

[0095] The function of providing the scenario game to the terminal device 60 is realized through the cooperation of programs stored in the processing unit 11 and storage device 12, and programs stored in the processing unit 21 and storage device 22, if the game server 10 and SNS server 20 provide the game. Alternatively, if the game server 10 provides the scenario game to the terminal device 60, the function is realized through the cooperation of programs stored in the processing unit 11 and storage device 12. Such programs can be provided and installed in a form stored on a computer-readable recording medium. The recording medium is, for example, a non-transitory recording medium, such as an optical recording medium (optical disc) like a CD-ROM, but also includes any known form of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium except for transient propagation signals, and does not exclude volatile recording media. Furthermore, in a configuration where a distribution device distributes programs via a communication network, the storage device that stores the program in the distribution device corresponds to the aforementioned non-transitory recording medium.

[0096] <Fourth variation> If there are no restrictions on the objects that players use in a scenario-based game, the level of those objects may become disproportionately high, potentially negatively impacting the game balance. Therefore, it may be advisable to implement restrictions on the use of a particular object. These restrictions could include, for example, a limit on the number of uses (e.g., 5 times) or a limit on the frequency of use (e.g., once a week). Additionally, there may be quest items that, when consumed, can remove or ease these usage restrictions. For example, quest items that reset the number of uses, quest items that increase the number of uses, or quest items that ease the usage frequency, for example, from once a week to once every three days.

[0097] <Fifth variation> In this embodiment, the system is configured so that players select from the presented options or the options are determined by lottery. However, instead of presenting options, the system could also be configured so that players are presented with questions to think about, and all players or a representative answer in writing.

[0098] <Sixth variation> In this embodiment, the number of players constituting one party is set to "4," but it is not limited to this; it may be "1" or "2" or more. If the number of players is "2" or more, it is possible that the required number of players may not be gathered depending on the time of day. If the required number of players to constitute a party are not gathered within a predetermined time, for example, an object created by the CPU of the game server 10 (a non-player character not controlled by a real player) may be allowed to participate as a player in the scenario game.

[0099] <7th variation> The screen displayed on terminal device 60 may not only show text related to the scenario's development and the game's progress, but may also display still images or videos that match the scenario as a background for the text. Furthermore, sound effects corresponding to events such as the scenario's development, the presentation of choices, and the selection of choices may be generated on terminal device 60, and background music may be generated on terminal device 60 to create atmosphere.

[0100] <Note> From the above description, preferred embodiments of the present invention can be understood, for example, as follows. For the sake of ease of understanding each embodiment, the reference numerals in the drawings are conveniently included in parentheses below, but this does not mean that the present invention is limited to the illustrated embodiments.

[0101] <Note 1> A game system (1) according to one aspect of the present invention (Appendix 1) includes a scenario acquisition unit (212) that acquires a scenario generated by a large-scale language model (313) using creation instruction information, a game provision unit (211) that provides a game progressing using the scenario to a player's terminal device (60), and a reward provision unit (213) that provides a reward to the player based on the progress of the game, wherein the creation instruction information includes outline information (223) that shows the outline of the scenario and object information (1234) that shows game objects possessed by the player.

[0102] According to Embodiment 1, the game scenario is generated not only based on the core of the scenario, but also on the game objects possessed by the player. In other words, the game progresses using a scenario generated according to the game objects, rather than a pre-prepared scenario, thus providing the player with a more engaging and interesting game experience.

[0103] In terms of implementation, a "scenario" is the text presented at the beginning of each chapter, but it is not limited to this. It may also be a kind of script that describes the lines and actions of "game objects," or it may serve a blueprint-like role in the game, such as describing the scene or who does what, when and where. A "large-scale language model" is a model that uses a massive amount of natural language data to understand the structure and context of natural language and solve language processing tasks. Specifically, it generates new scenarios based on the data patterns and relationships of "creation instruction information." The "scenario acquisition unit," "game provision unit," and "reward distribution unit" are typically built using processing units within the server. The "Game Provisioning Department" provides games to terminal devices via the network. The "scenario acquisition unit," "game provision unit," and "reward distribution unit" may be implemented on different computers via a network, or they may be implemented on the same computer.

[0104] Furthermore, the "scenario generation unit that generates scenarios using a large-scale language model" may be implemented on an external computer (external server) different from the computer (server) that implements the "game provision unit" and the "reward distribution unit," or it may be implemented on the same computer (same server).

[0105] In addition to "outline information" and "object information," "creation instruction information" may also include "scenario premise information" and "answer information" that serve as the premise for the scenario. "Core information" refers to information that outlines the basic rules of the game. Specifically, it is instruction information that tells the "scenario generation unit" what kind of scenario to generate. More specifically, it is text that lists the basic rules of the game in bullet points. The operator of a terminal device is the "user" of that terminal device before the scenario game begins, but becomes a "player" after the scenario game has started.

[0106] A "game object" is a medium that represents the "player" in a game, or a medium that is manipulated by the "player," and is typically a character. A "game object" in a game may be something that the "player" selects from among several options, something that the "player" edits, or something that is automatically generated. "Game objects owned by the player" may refer to all "game objects" owned by the "player," or to "game objects" used by the "player" in the game.

[0107] If the "game object" is a character, then the "object information" will be a set of information indicating the character's name, country of origin, level, sense type, personality, skills, first-person pronoun, appearance, etc. (see Figure 13). The "character information" may include items that can be edited by the "player," as well as items that cannot be edited. "Game progress results" can include not only the final outcome of the game, but also results at intermediate stages of the game (for example, the stage when a scene ends). "Rewards" refer to the compensation given to players based on the results of their game progress. Specifically, this can include the provision of value media, electronic information such as quest cards, or enhancements to items indicated by "object information" such as "skills" and "levels."

[0108] <Note 2> In the game system (1) related to Appendix 2, the scenario acquisition unit (212) acquires the scenario for each scene.

[0109] According to Appendix 2, the game progresses according to a newly created scenario for each scene, so from the player's perspective, the game's development will be varied and exciting.

[0110] In the context of a "scenario," a "scene" corresponds to a "chapter" in a written implementation, but in a "scenario," it refers to a specific unit, a divided part, or a particular moment.

[0111] <Note 3> The game system (1) relating to Appendix 3, in the game system (1) relating to Appendix 2, includes, in the scene, question information of a question to be presented to the player and answer information of the player's answer to the question.

[0112] According to Appendix 3, since the scenario is generated in response to the player's questions and their answers, it is possible to provide a more engaging game that is tailored to the player's intentions.

[0113] A "question" may include not only the question presented to the player, but also multiple answer choices that are potential responses to that question. An "answer" may be information about the choice made by the player in response to the question, or it may be a free-form response entered by the player in response to the question.

[0114] <Note 4> In the game system (1) related to Appendix 4, the scenario acquisition unit acquires the scenario for the scene following the specific scene based on the answer information for the specific scene.

[0115] According to Appendix 4, a scenario is generated corresponding to the next scene based on the answer information in a specific scene, allowing the player's preferences and feelings to be reflected in the scenario. The scenario for the next scene may include the questions to be presented in that scene, as well as the answer choices for those questions.

[0116] <Note 5> The game system (1) described in Appendix 5 is a game system (1) described in Appendix 3 in which there are multiple players participating in the game, and when a question is presented to these multiple players, multiple options are presented as possible answers to the question, and one of the multiple options is decided by a majority vote of the multiple players.

[0117] According to Appendix 5, when there are multiple players participating in the game, even if the players' chosen options are divided, a quick answer can be obtained through majority vote, allowing the game to progress more quickly.

[0118] <Note 6> In the game system (1) related to Appendix 6, the final result of the game progressing according to the scenario is determined based on the answer information to the questions presented in the multiple scenes.

[0119] According to Appendix 6, the final result of the game is determined based on the player's responses, and therefore the result will reflect the player's intentions.

[0120] The answer information that determines the final outcome of the game may be the answer information for all scenes, or it may be for only specific scenes. If the answer information for all scenes is used, for example, predetermined points may be assigned to the choices in each scene, and the points assigned to the choices selected by the player (or determined by lottery) may be accumulated for each scene, and the final outcome of the game may be determined according to the value of the accumulated points. Using specific scenes means, for example, using only the answer information from the first scene, the second scene, or the last scene. In a narrow sense, "the final outcome of the game" refers to the success or failure of a quest, or winning or losing. However, as explained below, it can also be a broader concept that includes enhancements such as skills and levels indicated by object information. In other words, the state after the game ends is the "game result," and this includes cases where the state does not change from the state before the game started.

[0121] <Note 7> In the game system (1) related to Appendix 7, the game object is enhanced based on the final result of the game.

[0122] According to Appendix 7, the "game objects" are strengthened based on the final outcome of the game, so players can expect advantageous effects in the next game. This can make players want to play the game again.

[0123] The "game objects" that are enhanced may be "game objects" used by the "player" in that game, or all or some of the "game objects" owned by the "player". "Enhancing a game object" refers to increasing the level of advantage gained by possessing or otherwise equipping that "game object" in a game. In this implementation, it means leveling up.

[0124] <Note 8> The game system (1) relating to Appendix 8, in the game system (1) relating to Appendix 7, means that the enhancement of the game object increases the degree of enhancement associated with the object information of the game object, and if the player possesses a game object whose strength is a first value, a more advantageous effect in the game can be obtained than if the player possesses the same game object whose strength is a second value, which is lower than the first value.

[0125] According to Appendix 8, using enhanced game objects in the next game can be expected to yield advantageous results in that game.

[0126] "Favorable effects" refer to things like an increased probability of a quest succeeding or an increased probability of winning in a game. Specifically, if the level of a game object is one of the factors that determines the probability, then the likelihood of that level increasing increases, or the amount of level-up increases, etc.

[0127] <Other> The game system (1) described in Appendix 1 can be expressed as a control method for the game system (1), and can also be expressed as a computer program. [Explanation of Symbols]

[0128] 1...Game system, 10...Game server, 20...SNS server, 30...Scenario server, 40...Summary server, 211...Game provision unit, 212...Game acquisition unit, 213...Reward distribution unit, 312...Generation unit, 313...Large-scale language model.

Claims

1. A scenario acquisition unit that acquires scenarios generated by a large-scale language model using creation instruction information, A game provisioning unit that provides a scenario game, which progresses using the aforementioned scenario, to the player's terminal device, A reward distribution unit that provides rewards to the player based on the progress of the scenario game, It has, The aforementioned creation instruction information is The outline information showing the core of the aforementioned scenario game, Object information indicating the game object possessed by the aforementioned player, Includes, The aforementioned game object is Before the aforementioned scenario game, the player obtained the item through a lottery, or it was awarded to the reward distribution unit. Game system.

2. The aforementioned scenario acquisition unit, The aforementioned scenario is retrieved for each scene. The game system according to claim 1.

3. The aforementioned creation instruction information, in the aforementioned scene, The question information of the question presented to the aforementioned player, The player's answer information to the aforementioned question, The game system according to claim 2, including the following:

4. The aforementioned scenario acquisition unit, Based on the response information for a specific scene, the scenario for the next scene in that specific scene is obtained. The game system according to claim 3.

5. There are multiple players participating in the aforementioned scenario game. The questions presented to the multiple players will offer several answer choices as possible responses. One of the aforementioned options is decided by a majority vote of the players involved. The game system according to claim 3.

6. The final outcome of the scenario game, which proceeds according to the aforementioned scenario, is determined based on the answers to questions presented in multiple scenes or specific scenes. The game system according to claim 4.

7. Based on the final result of the scenario game, the game object is enhanced. The game system according to claim 6.

8. The enhancement of the aforementioned game object means that the strength associated with the object information of the game object is increased. If a player possesses a game object with a first strength value, they will gain a more favorable effect in the scenario game than if they possessed the same game object with a second strength value, which is lower than the first strength value. The game system according to claim 7.

9. Computers A scenario acquisition unit that uses creation instruction information to acquire scenarios generated by a large-scale language model. A game provisioning unit that provides a scenario game, which progresses using the aforementioned scenario, to the player's terminal device, and A reward distribution unit that provides rewards to the player based on the progress of the scenario game. To make it function as, The aforementioned creation instruction information is The outline information showing the core of the aforementioned scenario game, Object information indicating the game object possessed by the aforementioned player, Includes, The aforementioned game object is Before the aforementioned scenario game, the player obtained the item through a lottery, or it was awarded to the reward distribution unit. program.