Game control system, game server, game control method, and program
The game control system enhances user interaction quality in online games by evaluating behavior and spending to optimize matching, addressing disruptive behavior and promoting positive interactions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANK OF INNOVATION INC
- Filing Date
- 2025-11-05
- Publication Date
- 2026-06-29
Smart Images

Figure 0007881143000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a game control system, a game server, a game control method, and a program.
Background Art
[0002] In recent years, online games in which a large number of users can participate simultaneously via a user terminal such as a smartphone or a personal computer (PC) have become widespread. In these online games, a communication function for users to cooperate with each other to achieve tasks or compete is an important element.
[0003] Many online games implement mechanisms for promoting communication between users, such as a friend function for forming a friendship with other users, a guild function for forming a specific user group, or a party function for building a temporary cooperative relationship. In these mechanisms, manual matching is common, where a user searches for other users, refers to their profiles, etc., and applies to the person they want to communicate with.
[0004] For example, Patent Document 1 describes a game system including a matching processing unit that allows users of a plurality of game machines to participate in a common game within a predetermined number range. A right to select and vote for candidates who wish to play a common game together from a plurality of candidates who can participate in the common game via the matching processing unit is granted to each user every time a predetermined right-granting condition is satisfied. In exchange for the consumption of the right, the user is allowed to select and vote for candidates. The candidates voted for by each user and the number of votes are recorded as voting information. When a candidate participates in a common game, based on the magnitude of the number of votes recorded in the voting information of each user regarding the candidate, users with a large number of votes are preferentially matched with the candidate.
Prior Art Documents
Patent Documents
[0005] [Patent Document 1] Japanese Patent Publication No. 2013-220332 [Overview of the project] [Problems that the invention aims to solve]
[0006] While the technology described in Patent Document 1 enhances the diversity of ways in which people can participate in games, it does not address the aspect of evaluating non-gameplay elements such as users' words and actions, and using that evaluation to maintain or improve the quality of interaction between users.
[0007] Thus, traditional online game matchmaking systems have not adequately considered the "quality" of interaction between users. For example, inappropriate behavior or disruptive actions by some users can spoil the enjoyable gaming experience for many other users. Contact with such malicious users can lower the satisfaction of other users and contribute to them leaving the game.
[0008] In particular, if high-spending users who make a significant contribution to the game's operation, or users who consistently show consideration for other users and contribute to the formation of a positive community, are subjected to unpleasant experiences due to contact with malicious users, it could lead to significant losses for the service provider.
[0009] Therefore, this disclosure aims to provide a program, game control method, game control device, and game control system that can improve the quality of interaction among users and provide a comfortable playing environment for all users, especially good users, based on information such as the user's behavior history and the amount of money spent in the game. [Means for solving the problem]
[0010] The game control system relating to this disclosure includes: a user evaluation unit that calculates a user evaluation index based on the user's behavior history in the virtual space of the game; a billing management unit that manages information on the amount of money the user spends in the game; a contact management unit that determines contact candidates between multiple users of the game based on predetermined conditions relating to at least one of the evaluation index and the amount of money spent; and an update unit that updates the predetermined conditions based on the interaction history, including whether the contact between the contact candidates users was successful or not.
[0011] The game control device according to this disclosure includes: a user evaluation unit that calculates a user evaluation index based on the user's behavior history in the virtual space of the game; a billing management unit that manages the amount of money the user spends in the game; a contact management unit that determines contact candidates between multiple users of the game based on predetermined conditions relating to at least one of the evaluation index and the amount of money spent; and an update unit that updates the predetermined conditions based on the interaction history, including whether the contact between the contact candidates users was successful or not.
[0012] The game control method relating to this disclosure includes the steps of: a computer calculating a user evaluation index based on the user's behavior history in the virtual space of the game; a computer managing information on the amount of money the user spends in the game; a computer determining contact candidates among a plurality of users of the game based on predetermined conditions relating to at least one of the evaluation index and the amount of money spent; and a computer updating the predetermined conditions based on the interaction history, including whether the contact between the contact candidates users was successful or not.
[0013] The program relating to this disclosure causes a computer to perform the following: a process of calculating a user evaluation index based on the user's behavior history in the virtual space of the game; a process of managing information on the amount of money the user spends in the game; a process of determining potential contacts between multiple users of the game based on predetermined conditions relating to at least one of the evaluation index and the amount of money spent; and a process of updating the predetermined conditions based on the interaction history, including whether the contacts between the potential contacts were successful or not. [Effects of the Invention]
[0014] According to the present disclosure, which has the configuration described above, it is possible to provide a game control system, game server, game control method, and program that can improve the quality of interaction between users and provide a comfortable playing environment for all users, especially good users, based on information such as the user's behavior history and the amount of money spent in the game. [Brief explanation of the drawing]
[0015] [Figure 1] This is a schematic diagram showing a game control 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 figure shows an example of information stored in the storage unit according to the embodiment of this disclosure. [Figure 4] This is a functional block diagram of a user terminal according to an embodiment of this disclosure. [Figure 5] This figure shows a specific example of a game screen displayed on a user terminal according to the embodiment of this disclosure. [Figure 6] This figure shows a specific example of a game screen displayed on a user terminal according to the embodiment of this disclosure. [Figure 7] This is a flowchart showing the user evaluation process by the game control system according to the embodiment of this disclosure. [Figure 8] This is a diagram showing the basic configuration of a computer.
Best Mode for Carrying Out the Invention
[0016] Hereinafter, the game control system 1 according to the embodiments of the present disclosure will be described with reference to the drawings. In all the drawings for describing the embodiments, common components are denoted by the same reference numerals, and redundant descriptions will be omitted.
[0017] <System Configuration> First, the overall configuration of the game control system 1 according to an embodiment of the present disclosure will be described with reference to FIG. 1. FIG. 1 is a block diagram showing a configuration example of the game control system 1 according to the present embodiment. As shown in FIG. 1, the game control system 1 mainly includes a game server 100 and a plurality of user terminals 200 (200(1), 200(2), ···, 200(N)). The game server 100 and the user terminals 200 are connected to be communicable with each other. This connection is realized via a network NW including an arbitrary communication standard such as the Internet, a dedicated line, a mobile communication network, a LAN (Local Area Network), a WAN (Wide Area Network), or the like. The game server 100 and the user terminals 200 are each composed of one or more computers 900. The basic configuration of the computer 900 will be described later.
[0018] The game server 100 is an information processing apparatus that executes the game control method according to the present embodiment, and provides and manages an online game (hereinafter simply referred to as "game"). The game server 100 provides a game program and game data in response to requests from the user terminals 200, and centrally manages the progress status of the game for each user. Further, as will be described later, the game server 100 collects and analyzes the action history and charge amount information of each user, and plays a central role in controlling the matching between users. The game server 100 may be composed of a single server computer, or may be configured as a cloud computing system in which a plurality of computers cooperate to function. Details of the functional configuration of the game server 100 will be described later.
[0019] The user terminal 200 is an information processing device used by a user to play games. The user terminal 200 is, for example, a smartphone, a tablet terminal, a personal computer, or a home game console, etc. A client application for playing games provided by the game server 100 is installed on each user terminal 200. The user operates the operation unit 250 (e.g., touch panel, keyboard, mouse, controller, etc.) of the user terminal 200 to control characters in the game and plays the game through the game screen displayed on the display unit 240 (e.g., liquid crystal display). The user terminal 200 transmits the user's operation information to the game server 100 and outputs the game screen and sound in real time based on the game data received from the game server 100. The details of the functional configuration of the user terminal 200 will be described later.
[0020] In this system, user 1, user 2, ···, user N can access the virtual space of the same game using their respective user terminals 200(1), 200(2), ···, 200(N) and play the game while communicating with other users. The game server 100 intelligently manages the communication, that is, the contact opportunities, among these multiple users according to the characteristics of each user.
[0021] Next, a hardware configuration example of the game server 100 according to this embodiment will be described with reference to FIG. 2. FIG. 2 is a functional block diagram of the game server 100 according to the embodiment of the present disclosure. The game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130.
[0022] The communication unit 110 is a network interface and communicates with the user terminal 200 via the network NW. The communication unit 110 receives user operation information, chat messages, various requests, etc., transmitted from the user terminal 200 and passes them to the processing unit 130. It also transmits to the user terminal 200 the results of processing by the processing unit 130, such as game data, location and status information of other user characters, information on potential contacts between users, and various notifications including notifications of changes in evaluation indicators.
[0023] 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 databases, programs, and so on.
[0024] Figure 3 shows an example of the information configuration stored in the memory unit 120 of the game server 100. The memory unit 120 mainly includes a user information DB, an activity history DB, a billing information DB, and a matching management DB as databases.
[0025] The user information database manages the basic information of all users registered in the game. The user information database stores items such as a "user ID" to uniquely identify each user, a "username" displayed in the game, a "level" indicating strength and proficiency in the game, "evaluation indicators" calculated by the user evaluation unit 132 (described later), "cumulative billing information" managed by the billing management unit 133 (described later), and "identification information" assigned when the evaluation indicators meet predetermined conditions, all associated with the user ID. Identification information includes, for example, information indicating the type of title or badge, such as "Good Manners," "VIP," and "Excellent Player."
[0026] The Action History Database (DB) is a log database that records all of a user's in-game actions in chronological order. It meticulously records chat messages, party formation and disbandment history, item trading history, logs of cooperative and disruptive actions towards other users, and reports from other users. The Action History Database stores and associates items such as a "Log ID" to uniquely identify each log, a "User ID" indicating the user who performed the action, a "Timestamp" indicating the date and time the action occurred, an "Action Type" indicating the type of action, and an "Action Details" indicating the specific content of the action. Action Types include, for example, "Chat," "Item Use," "Skill Activation," "Quest Acceptance," "Quest Completion," "Participation in Cooperative Play," "Support Actions Towards Other Users," "Reporting Harassment," and "Reporting." Action Details include text data of chat messages, the name of the item used for item use, and information about the party and mission participated in for cooperative play. The User Evaluation Unit 132, described later, analyzes the information in this Action History Database periodically or in real time to calculate and update evaluation indicators.
[0027] The billing information database manages user billing transactions. It records information such as the billing date and time, the amount billed, and the items purchased, linked to the user ID. The billing information database stores items such as a "transaction ID" that uniquely identifies each transaction, a "user ID" of the user who made the billing, a "billing date and time" indicating the date and time the billing process was performed, a "billing amount" indicating the amount billed, and a "purchased item" indicating the content of the in-game items or services purchased. The billing management unit 133, described later, aggregates this database to calculate the cumulative billing amount for each user.
[0028] The matching management DB is a database that manages the conditions for determining potential contacts between users and the training data for updating those conditions. The matching management DB stores information used by the contact management unit 134 and the update unit 135, which will be described later. It stores "predetermined conditions" (weighting parameters, etc.) that define the current matching algorithm. In addition, as training data for machine learning by the update unit 135, it stores past matching cases (which users contacted which other users), the results (whether they became friends, blocked each other, etc.), and satisfaction ratings collected by the survey unit 137, which will be described later, as a set. The update unit 135 uses this training data to learn and periodically updates the "predetermined conditions". The matching management DB stores items such as a "management ID" to identify a set of conditions, "condition parameters" used to determine contact candidates, and "learning data (contact pairs)," "learning data (results)," and "satisfaction evaluation" used to update conditions, all linked together. Condition parameters include, for example, weighting coefficients for evaluation metrics (e.g., eval_w), weighting coefficients for the amount spent (e.g., billing_w), and various other parameters for evaluating similarity such as play style and login time. The learning data (contact pairs) records the user IDs of pairs of users that were previously presented as contact candidates. The learning data (results) records whether or not contact was established for that pair (e.g., friend established, party formed, blocked, etc.). The satisfaction evaluation records the satisfaction rating value (e.g., a 5-point scale from 1 to 5) regarding post-contact interaction, obtained by the questionnaire section 137 described later.
[0029] Returning to Figure 2, we continue the explanation of the processing unit 130. The processing unit 130 performs various information processing for providing the game. The processing unit 130 is a processor such as a CPU (Central Processing Unit) or GPU (Graphics Processing Unit), and by executing programs stored in the memory unit 120, it controls the operation of the entire game server 100 and realizes various functions according to this embodiment. The processing unit 130 includes, as functional units, a game provision unit 131, a user evaluation unit 132, a billing management unit 133, a contact management unit 134, an update unit 135, an output control unit 136, and a questionnaire unit 137. By executing programs stored in the memory unit 120, the processing unit 130 realizes each of these functional units and performs the user evaluation processing described later. Details of these processes will be described later.
[0030] The game provision unit 131 has the function of providing an online game playing environment to the user terminal 200. The game can be any type of game that the user interacts with, such as RPGs (Role Playing Games), simulation games, puzzle games, battle games, sandbox games, etc. Specifically, the game provision unit 131 generates and manages the virtual space of the game, processes the actions of user characters and non-player characters (NPCs), generates in-game events, manages the progress of quests, and performs all the core processes of the game. In addition, the game provision unit 131 updates the state of the game world based on the operation information received from each user terminal 200 and transmits the results to each user terminal 200.
[0031] The user evaluation unit 132 has the function of calculating evaluation indicators for a user based on the user's behavior history within the virtual space of the game. User behavior includes the user's words and actions within the game. The user evaluation unit 132 periodically or in response to predetermined triggers refers to the behavior history DB in the memory unit 120 and analyzes the user's behavior. The user evaluation unit 132 calculates evaluation indicators based on a variety of information sources. This allows for the quantification of not only play skills, but also the user's "manners" and "cooperativeness."
[0032] For example, the user evaluation unit 132 analyzes chat logs (user's words and actions) using natural language processing technology. When it detects positive behavior such as expressions of gratitude or cooperative remarks towards others, it adds to the evaluation index. When it detects negative behavior such as abusive language or actions that offend others, it subtracts from the evaluation index.
[0033] Furthermore, the user evaluation unit 132 also evaluates user behavior other than chat. For example, the number of times a user provides support to other users (such as using healing magic or transferring items), the participation rate in cooperative play, and the number of times a user receives positive feedback such as "thank you" or "like" from other users can be used as additive factors in the evaluation metrics. On the other hand, the number of times a user is reported for disruptive behavior by other users and the rate of leaving a party midway through can be used as subtractive factors.
[0034] Each of these items may be assigned different weights depending on the characteristics of the game. Finally, these points are aggregated to calculate an overall evaluation index, for example, as a numerical value ranging from 0 to 100. The calculated evaluation index is stored in the user information database, associated with the user ID.
[0035] Furthermore, the user evaluation unit 132 has a function to assign special identification information to users whose calculated evaluation indicators meet the first predetermined conditions described later (for example, the evaluation indicators exceed a certain threshold, or the user falls within the top predetermined percentage of all users). This identification information is, for example, a title such as "Good Manners" or "Excellent Player," and is recorded in the user information DB.
[0036] Furthermore, the user evaluation unit 132 also has a function to notify the relevant user of changes in evaluation metrics. This notification allows the user to recognize how their actions are being evaluated and motivates them to strive for better behavior.
[0037] In addition, the user evaluation unit 132 has a function to grant rewards to multiple users when those multiple users who meet the first predetermined conditions for evaluation indicators cooperate in the game (for example, when they clear a quest in the same party). Possible rewards include bonuses to acquired experience points, increased item drop rates, granting of limited items, and granting of special titles. Rewards can also be described as compensation or incentives. The conditions for granting rewards are pre-stored in the memory unit 120 as reward granting conditions. Reward granting conditions are information that defines the target users to whom rewards are granted, the target activities (missions, quests), the content of the rewards, etc.
[0038] The billing management unit 133 has the function of managing information on the amount of money a user spends in the game. Based on billing requests sent from the user terminal 200 and payment completion notifications from the payment system, the billing management unit 133 adds new transaction records to the billing information DB. The billing management unit 133 also refers to the billing information DB to calculate the cumulative amount spent per user, the amount spent in the past month, the billing frequency, etc., and updates the billing amount information in the user information DB.
[0039] The Contact Management Unit 134 has the function of determining potential contacts between game users. "Contact" refers to any relationship in which some form of interaction occurs between users, such as friends, guilds, or multiplayer parties. Based on a first predetermined condition relating to at least one of the evaluation indicators calculated by the User Evaluation Unit 132 and the amount of money charged managed by the Billing Management Unit 133, the Contact Management Unit 134 determines potential contacts for a specific user (for example, a user looking for friends) from among multiple users playing the game. This process is triggered, for example, when a user (hereinafter referred to as the first user) recruits party members or looks for new friends.
[0040] The first predetermined condition is defined using condition parameters stored in the matching management DB. The first predetermined condition may set a high standard to indicate a particularly exemplary user. For example, conditions such as "a user with a rating score of 80 or higher and a cumulative spending amount of 50,000 yen or more" or "a user whose weighted average score of rating indicators and spending amount is in the top 10% of the candidate user group" may be set. This creates opportunities for high-rated users and high-spending users, which are important user segments for the service, to interact comfortably with each other.
[0041] The first predetermined condition may be set in multiple ways within the game. For example, it may be set for each category element that can divide users into a predetermined population, such as the game stage, virtual space, or progress. For example, the criteria may be set to gradually increase as the game stages progress.
[0042] The contact management unit 134 extracts users who meet the first predetermined conditions and generates a list of contact candidates. The contact management unit 134 may also narrow down the contact candidates based on a second predetermined condition (filtering condition) to generate a list. The second predetermined condition (filtering condition) may change dynamically depending on the status of the first user. For example, if the first user is a high-rated, high-spending user, a second predetermined condition (filtering condition) may be applied that prioritizes extracting users who are also high-rated, high-spending users.
[0043] The update unit 135 has the function of updating a first predetermined condition used by the contact management unit 134 to determine contact candidates. The update unit 135 updates the first predetermined condition based on the interaction history, which includes information such as whether contact was successful between users presented as contact candidates (e.g., whether a friend request was approved, whether a party was formed) and whether or not a user was blocked. For example, it analyzes the evaluation indicators and spending trends of user pairs with a high friend success rate and adjusts the condition parameters stored in the matching management DB (e.g., weighting coefficients for evaluation indicators and spending) to match those trends. The update unit 135 may similarly update a second predetermined condition (filtering condition).
[0044] Furthermore, the update unit 135 can also update the conditions using evaluations (satisfaction levels) of interactions collected by the survey unit 137, which will be described later. For example, the correlation between the evaluation metrics of user pairs that have made contact and their subsequent satisfaction levels of interactions can be analyzed using machine learning or other methods, and the condition parameters can be automatically optimized to make it easier to extract combinations of user profiles that tend to have high satisfaction levels. For example, a reinforcement learning model can be used as the machine learning model, and by learning using the user pair's profile (evaluation metrics, amount spent, play style, etc.) as the state, the matching recommendation as the action, and the subsequent friend formation rate and satisfaction evaluation as the reward, it is possible to continuously improve the recommendation accuracy.
[0045] For example, suppose the analysis reveals a correlation where "pairs of users with similar evaluation metrics (e.g., a difference of 10 or less) have an average interaction evaluation that is 1.5 points higher than pairs with widely differing evaluation metrics." In this case, the update unit 135 updates the "first predetermined condition" based on this analysis result. Specifically, it adjusts the parameters in the logic for determining contact candidates to place more emphasis on "the candidate's evaluation metrics being close to those of the requesting user." For example, in the formula for calculating the matching score, it increases the weight of the term representing the difference in evaluation metrics.
[0046] Similarly, if analysis reveals that "pairs where one user is a high spender and the other is not tend to have lower interaction ratings," the matching criteria will be updated to match users with similar spending levels. By incorporating the subjective satisfaction levels of actual users as feedback in this way, it becomes possible to continuously optimize the matching logic not only for increasing the contact rate but also for creating "high-quality contacts."
[0047] The output control unit 136 has the function of controlling the output of various information to be displayed on the display unit 240 of the user terminal 200.
[0048] The output control unit 136 controls the display of titles and badges (e.g., "Manner Compliance Badge," "Top Supporter," etc.) assigned to the user as profile information on the user terminal 200. This allows users to demonstrate their reputation, and other users can use this information to judge the character of others.
[0049] When the output control unit 136 transmits the list of contact candidates determined by the contact management unit 134 to the user terminal 200, it adds control information to display users whose evaluation indicators and billing amount information meet the first predetermined conditions in a manner that allows them to be identified from other users. For example, it generates display control data to display the usernames of highly rated users in a special color, display an icon indicating identification information (e.g., a "Good Manners" badge) next to the username, or display them preferentially higher in the candidate list based on a second predetermined condition (filtering condition), and transmits this data to the user terminal 200 along with the game data.
[0050] For example, in guild member recruitment screens and friend recommendation lists, highly-rated users may be displayed with a special aura effect or tagged with "trustworthy player." This allows users to quickly determine whether a player is trustworthy and send interaction requests with confidence.
[0051] The output control unit 136 displays, for example, a list of contact candidates determined by the contact management unit 134 on a screen (not shown) for searching for or recommending friends. In this list, highly rated users or high-spending users are displayed in a special manner. For example, the background of their username is highlighted in gold, or an authentication mark (identification information) such as "Excellent Player" is displayed next to their name. This allows users to quickly identify potentially trustworthy users and begin interacting with them with confidence.
[0052] The survey unit 137 has the function of obtaining evaluations regarding interactions between users. The survey unit 137 presents a survey to at least one or both of multiple users with whom contact has been established (for example, users who have become friends or who have played together in a party for a certain period of time or longer) via in-game messages, pop-up screens, etc. The survey unit 137 obtains responses from users. The obtained responses (satisfaction ratings) are stored in the matching management DB in association with user ID pairs and are used for condition update processing by the update unit 135 as described above. The survey may target all users with whom contact has been established, a randomly selected portion, or only predefined high-spending users.
[0053] For example, if a user (the first user) makes contact with another user (the second user) who has been identified as a potential contact, and the two form a party and play together for a certain period of time (e.g., 30 minutes or more), the survey unit 137 detects the completion of this activity.
[0054] After the activity is completed, the survey unit 137 sends a questionnaire to the user terminals 200 of both the first user and the second user (or at least one of them) asking for their evaluation of the interaction. The questionnaire may be in a simple format, such as "Please rate your satisfaction with this party play on a 5-point scale," or it may include multiple questions such as "Was communication smooth?" and "Would you like to play together again?"
[0055] When each user answers the questionnaire via the user terminal 200, the evaluation results (hereinafter referred to as interaction evaluations) are sent to the game server 100 and collected by the questionnaire unit 137. The collected interaction evaluations, along with the IDs of the contacted user pair, the evaluation indicators of both parties at the time of contact, and the amount of money spent, are stored as training data in the matching management DB. In the example of the matching management DB in Figure 3, a satisfaction evaluation of "5" is recorded as the result for the contacted user pair (user_001, user_005).
[0056] Next, the functional configuration of the user terminal 200 according to this embodiment will be described using Figure 4. Figure 4 is a functional block diagram of the user terminal 200. The user terminal 200 includes, as its main functional units, a communication unit 210, a storage unit 220, a processing unit 230, a display unit 240, and an operation unit 250.
[0057] The communication unit 210 is a communication interface that transmits and receives various types of data to and from the game server 100 via the network NW. The communication unit 210 can be implemented, for example, by a Wi-Fi® module or a communication module for a mobile phone network.
[0058] The memory unit 220 is a storage device that stores programs and data executed by the processing unit 230. The memory unit 220 stores an application program 221 for functioning as a game client, as well as a database 222 that stores user settings, save data, and the like.
[0059] The processing unit 230 is a processor such as a CPU or GPU, and controls the operation of the entire user terminal 200 by executing the application program 221 stored in the memory unit 220. Functionally, the processing unit 230 functions as an operation information acquisition unit 231 and a game execution unit 232.
[0060] The operation information acquisition unit 231 has the function of detecting user input to the operation unit 250 and acquiring it as operation information. The acquired operation information includes character movement instructions, skill usage instructions, menu selections, and chat message inputs.
[0061] The game execution unit 232 is the main component of the application program 221 and has the function of progressing the game while communicating with the game server 100. The game execution unit 232 transmits the operation information acquired by the operation information acquisition unit 231 to the game server 100 via the communication unit 210. It also generates and draws the game screen to be displayed on the display unit 240 based on the game data received from the game server 100 (status and position information of the player's character, other characters, NPCs, background, etc.).
[0062] The display unit 240 is an output device that displays image information such as game screens generated by the processing unit 230. Examples of game screens will be described later. The display unit 240 is composed of, for example, a liquid crystal display (LCD) or an organic light-emitting diode (OLED) display.
[0063] The control unit 250 is an input device for the user to control the game. The control unit 250 varies depending on the type of user terminal 200, and may include, for example, a touch panel integrated with the display unit 240, physical buttons or a keyboard, a mouse, or a game controller.
[0064] <Screen example> Next, we will explain an example of a game screen provided by game server 100.
[0065] Figures 5 and 6 show examples of screen D100 displayed on the display unit 240 of the user terminal 200.
[0066] Figure 5 shows the basic gameplay screen D100. In the center of the screen, the main character MC, controlled by user U1, is displayed, moving around in the virtual space. Characters controlled by other users (U2, U3), and NPCs (Non-Player Characters) controlled by the program, NPC1, NPC2, and NPC3 are also displayed. At the top of the screen is the user information display area D110, which displays identification information such as icon DB1, username, level, and guild affiliation. At the bottom of the screen is the operation menu DN for accessing various functions. An identification information icon DB2 is also displayed above the head of the character controlled by user U3.
[0067] Figure 6 shows an example of an in-game chat screen superimposed on screen D100. The chat display area D140 shows how users are communicating with each other. The user evaluation unit 132 analyzes the content of such chats and uses it to calculate evaluation indicators.
[0068] <System Operation> Next, the operation of the game control system 1 having the above-described configuration and functions will be explained using a flowchart.
[0069] Figure 7 is a flowchart showing a series of user evaluation processes performed by the game control system 1 according to the embodiment of this disclosure. This processing flow may be executed by the game server 100 alone, or it can be understood as a game control method executed by a computer.
[0070] First, in step S101, the game provision unit 131 of the game server 100 provides the game to the first user's user terminal 200, and the first user begins playing the game. The user, while viewing the screen D100 displayed on the display unit 240 of the user terminal 200, operates their own character, the main character MC, via the operation unit 250, moving around in the virtual space, interacting with other user characters operated by other users U2, U3, non-player characters (NPCs), etc., and completing missions.
[0071] In step S102, the first user progresses through the game. During this process, an action history is generated, including chats and cooperative play with other users, and this history is stored in the action history database. The user can also optionally make in-game purchases, and this information is recorded in the purchase information database. The progression of the game involves various activities within the game. For example, a user might cooperate with other users U2 and U3 to defeat monster NPC3, or communicate with other users U2 and U3 using the chat function. As shown in the chat display area D140 of Figure 6, users can exchange text messages with other users. Users may also use real currency to purchase virtual items and perks from the in-game store. All of these user actions, statements, and purchases are sequentially recorded as an action history in the memory unit 120 of the game server 100.
[0072] In step S103, the user evaluation unit 132 refers to the behavior history DB and calculates or updates evaluation indicators based on the behavior history of the first user. At the same time, the billing management unit 133 updates the billing amount information based on the billing information DB.
[0073] The user evaluation unit 132 may compare the evaluation index calculated this time with the evaluation index calculated last time and calculate the difference (change). If the change exceeds a predetermined threshold (for example, if there is an increase or decrease of 5 points or more), or if the evaluation index exceeds or falls below a specific milestone value (for example, 70, 80, 90, etc.), the user evaluation unit 132 may generate a notification message. This message may include information on how the evaluation index changed and, if possible, information on the action that caused it. For example, if the evaluation index increases, a positive feedback message such as "Your cooperative play has been recognized, and your evaluation index has increased by 5 points! Your current evaluation index is 85." may be generated. Conversely, if the evaluation index decreases, a message including a warning such as "Inappropriate remarks have been detected, and your evaluation index has decreased by 10 points. Please be careful about your words and actions in the game." may be generated.
[0074] The generated notification message is sent to the user terminal 200 of the target user via the communication unit 110. The user terminal 200 receives this notification as in-game mail or displays it on the screen as a push notification. This allows the user to understand their evaluation in real time and learn what actions are being evaluated positively or negatively. This feedback mechanism has the effect of encouraging users to proactively improve their behavior and contribute to the overall health of the game community.
[0075] In step S104, the user evaluation unit 132 refers to the evaluation metrics and billing amount information of the first user and determines whether the evaluation metrics and / or billing amount information meet the first predetermined conditions. If the conditions are met (YES), the unit proceeds to step S105. If the conditions are not met (NO), the unit returns to step S102 and waits for the game to progress. The calculation of evaluation metrics and the updating of billing amount information may be performed periodically (for example, once a day) as batch processing, or they may be updated in real time whenever a specific action is detected.
[0076] In step S105, that is, if the user's evaluation metric meets predetermined conditions, the user evaluation unit 132 assigns identification information (such as a badge) to the first user and notifies the user terminal 200 of this. The identification information may include titles expressed in text such as "Good Manners," "Excellent Player," or "Loyal Customer," as well as specially designed icons or badges, or visual effects such as changing the display color of the username to gold. For example, a "High Rating Flag" may be assigned to a user with an "Evaluation Metric of 90 or higher," and a "High-Spending Flag" to a user with a "Cumulative Spending Amount of 100,000 Yen or More," thus assigning identification information that evaluates the evaluation metric and the amount spent independently. The user evaluation unit 132 records the identification information it has decided to assign in the user information DB, associating it with the user's user ID. For example, in the user information DB, information such as "Good Manners" is written in the "Identification Information" column.
[0077] Subsequently, the output control unit 136 of the game server 100 controls the display of this identification information when other users view the user's information. For example, a special badge may be displayed above the user's character (e.g., U2) on screen D100, or a title may be displayed in the user information display area D110. This allows other users to recognize at a glance that the user is a trustworthy and exemplary player. This identification information not only helps to improve the user's own motivation but also serves as useful information for other users when choosing who to interact with.
[0078] In step S106, when the first user requests a matching function such as a friend recommendation, the contact management unit 134 operates. The contact management unit 134 extracts a group of users (hereinafter referred to as the second user group) that meet the first predetermined conditions from among all other users. From the extracted second user group, the contact management unit 134 may further narrow down the list of contact candidates to users with a high compatibility with the first user based on the second predetermined conditions (narrowing conditions). Additional information such as in-game level, play style (attack type, defense type, etc.), activity time, guild affiliation, and language settings is used as these narrowing conditions. The list of narrowed contact candidates is transmitted from the game server 100 to the first user's user terminal 200 and displayed on the display unit 240. At this time, highly rated users in the list that meet the first predetermined conditions are displayed in an identifiable manner.
[0079] In step S107, the contact management unit 134 attempts to contact a specific user from the presented candidates and determines whether the contact was successful (e.g., whether the friend request was accepted). If the contact is successful (YES), the process proceeds to step S108. If the contact is unsuccessful (NO), or if the user did not attempt to contact the user, the process ends or moves to another process. Information regarding the success or failure of this contact is recorded in the storage unit 120 as an interaction history, along with a timestamp and the user IDs of the parties involved.
[0080] In step S108, the update unit 135 analyzes the interaction history, including contacts established in step S107 (who became friends with whom, how long they played together, the satisfaction level obtained from the survey unit 137, etc.). Based on the analysis results, the update unit 135 updates (optimizes) the first predetermined conditions. The update unit 135 may also update the second predetermined conditions (filtering conditions). This process may be executed in the background at any time.
[0081] For example, the update unit 135 periodically analyzes the contact success rate of candidate groups extracted under specific conditions. If the contact success rate of candidates presented under the condition "evaluation index is 90 or higher" is significantly higher than that of candidates presented under the condition "evaluation index is 80 or higher," the update unit 135 automatically adjusts the condition parameters (e.g., weight coefficients for evaluation indicators) stored in the matching management DB to place more emphasis on the high evaluation index.
[0082] Furthermore, the update unit 135 can also analyze the reasons for unsuccessful contact. For example, if contact often fails between users with a large difference in skill level, the update unit 135 adds a new rule to the second set of conditions: "When narrowing down contact candidates, the difference in skill level between users must be within a certain range." In this way, the update unit 135 plays a role in self-evolving the matching logic using a feedback loop of actual user interaction results. This makes it possible to provide users with a more satisfying matching experience.
[0083] In step S109, the user evaluation unit 132 grants rewards according to the content of the interaction. For example, if two highly-rated users form a party and clear a specific quest, both are given bonus rewards. After that, the process ends. This flow is executed continuously and repeatedly for each user.
[0084] Specifically, the user evaluation unit 132 first monitors the members when users form parties or guilds within the game. It then determines whether the evaluation metrics of all members meet the conditions for granting benefits (for example, "all members' evaluation metrics must be 85 or higher").
[0085] When the user evaluation unit 132 detects that a party meeting these conditions (hereinafter referred to as a "highly rated party") has been formed, it begins tracking the party's activities. The activities to be tracked are, for example, missions and events in the game that require cooperative play, such as clearing a specific high-difficulty dungeon, defeating a raid boss, or winning a guild battle.
[0086] When the user evaluation unit 132 detects that a highly-rated party has successfully completed the target activity, it grants each user belonging to that party a special bonus reward in addition to the regular completion reward, according to the reward granting conditions.
[0087] Specific examples of the rewards that can be granted include increased experience points and in-game currency (e.g., 20% more than usual), increased drop rates for rare items, exclusive titles and equipment obtainable only by those who complete the cooperative play, and the achievement of special accomplishments.
[0088] The user evaluation unit 132 generates data indicating that a reward will be granted and reflects it in each user's account information. At the same time, it sends a notification to each user's user terminal 200 via the communication unit 110, displaying a message such as, "You have earned 1000 experience points as a bonus for cooperative play with highly-rated members!" This mechanism provides users with a strong incentive to maintain high ratings and to actively cooperate with highly-rated users. This promotes the building of good relationships among users and leads to an improvement in the overall quality of the community.
[0089] <Basic Computer Configuration> Figure 8 is a block diagram showing the basic hardware configuration of computer 900. Computer 900 includes a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.
[0090] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.
[0091] The memory unit 902 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 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of each computer constituting the game server 100 and user terminal 200 executing the programs stored in their respective memory units 902.
[0092] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer that makes up the game server 100 and user terminals 200 uses this communication unit 903 to communicate with other devices, including the network NW shown in Figure 1.
[0093] The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.
[0094] <Program> Here, we will describe the programs for realizing each functional unit of the game server 100 according to this embodiment.
[0095] The game server 100 and user terminal 200 are implemented in the computer 900. The operation of each component of the game server 100 and user terminal 200 is stored in the auxiliary storage device of the storage unit 902 in the form of a program. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, loads it into the main memory of the storage unit 902, and executes the above processing according to the program. The control unit 901 also reserves a storage area in the main memory of the storage unit 902 corresponding to the storage unit 120 described above, according to the program.
[0096] Specifically, the program is a program to be executed by a computer 900 which is equipped with a processor and a memory unit, and the program causes the computer to perform the following: a process of calculating a user evaluation index based on the user's behavior history in the virtual space of the game; a process of managing information on the amount of money the user spends in the game; a process of determining contact candidates between multiple users of the game based on predetermined conditions relating to at least one of the evaluation index and the amount of money spent; and a process of updating the predetermined conditions based on the interaction history including the success or failure of contact between the contact candidates users.
[0097] The auxiliary storage device of the memory unit 902 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 via the input unit 904. Furthermore, if this program is distributed to the computer 900 via the network NW, the computer 900 that receives the program may load it into the main memory of the memory unit 902 and execute the above processing.
[0098] 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 902.
[0099] According to the game control system 1 of this embodiment described above, it is possible to dynamically control opportunities for interaction between users (potential contacts) by considering the quality of users' words and actions in the game (evaluation indicators) and their contribution to game operation (amount spent). This reduces the influence of malicious users and creates an environment where good users can interact comfortably with each other, which is expected to improve user satisfaction and, consequently, game retention rates and profitability. In other words, it is possible to improve the quality of interaction between users based on information such as users' behavior history and the amount spent in the game, and to provide a comfortable playing environment for all users, especially good users.
[0100] Furthermore, the present invention is not limited to the embodiments described above, and various modifications can be adopted.
[0101] (Variation 1) In the above embodiment, the game control device was described using a configuration in which the main functional units of the processing unit 130 are implemented on the game server 100, but it is not limited to this. For example, some or all of these functions may be implemented on the user terminal 200. That is, in the above embodiment, the game server 100 performed the main processing (calculation of evaluation indicators, determination of contact candidates, and updating of conditions), but it is also possible to configure it so that some processing is performed on the user terminal 200 side. For example, the user terminal 200 may locally analyze a part of its own behavior history and calculate a simple evaluation indicator, or filter the candidate list received from the game server 100 based on the user's local friend information, etc. However, it is desirable that the final determination of evaluation indicators and the management and updating of matching conditions be performed on the game server 100, which manages information for all users. By performing the main processing on the user terminal 200, it may be possible to provide more immediate notifications without being affected by communication delays with the server. Furthermore, it is possible to adopt a so-called microservices architecture, where each functional part is distributed and implemented across multiple servers.
[0102] (Modification 2) In the above embodiment, the user evaluation unit 132 calculated evaluation indicators based on chat logs, contributions to cooperative play, etc., but the method of calculating evaluation indicators is not limited to this. For example, the frequency of participation in specific in-game events, contributions to guilds (amount of resources provided, etc.), support activities for beginner users (use of the mentor system, etc.) may be added as elements for calculating evaluation indicators. Furthermore, the algorithm for calculating evaluation indicators itself may be optimized by the update unit 135 using machine learning based on the interaction history.
[0103] (Variation 3) In the above embodiment, the contact management unit 134 determined contact candidates based on evaluation indicators and payment amount information, but other factors may be added. For example, by including information such as the user's pre-set play style ("casual," "hardcore," etc.), play time, and in-game role (healer, tank, etc.) in the matching conditions, it is possible to promote contact between users who are a better match.
[0104] (Modification 4) The update unit 135 may, for example, temporarily change the weights of the first predetermined condition and / or the second predetermined condition (e.g., recommend contact with new users) during large-scale game updates or events, or it may directly use user feedback ("This recommendation was helpful," etc.) as training data.
[0105] (Variation 5) In the above embodiment, we described an example of prioritizing contact with high-rated users and high-spending users, but the opposite control is also possible. For example, for users with extremely low evaluation metrics (such as users who repeatedly engage in disruptive behavior), it is conceivable to implement penalty controls such as restricting the presentation of contact candidates or making it less likely for them to appear in search results from other users.
[0106] (Experimental variation 6) While the above embodiment focused on a single game, it is also possible to share or link user evaluation metrics and billing information across multiple games provided by the same operator. This provides cross-platform benefits, such as users who behave well in one game being treated as good users in other games as well, making it easier for them to enjoy a comfortable playing environment. In this case, the settings for the first predetermined conditions may be changed or kept the same for each game. For example, by setting the billing amount standard to a similar level, it becomes easier to match users with similar levels of enthusiasm for the game.
[0107] (Note) The features of the above-described embodiment are noted below. (Note 1) A user evaluation unit 132 calculates user evaluation metrics based on the user's behavior history in the virtual space of the game, A billing management unit 133 manages information on the amount of money users spend in the game, A contact management unit 134 determines potential contacts between multiple users of the game based on predetermined conditions relating to at least one of the evaluation indicators and the amount of money spent, An update unit 135 updates predetermined conditions based on the interaction history, including whether contact was successful or not between potential contact users, A game control system equipped with the following features. This configuration allows for the dynamic control of user interaction opportunities (potential contacts) by considering the quality of users' in-game words and actions (evaluation metrics) and their contribution to game operation (amount spent). This reduces the impact of malicious users and creates an environment where good users can interact comfortably, leading to improved user satisfaction and, consequently, increased game retention and profitability. (Note 2) The user evaluation unit 132 is a game control system as described in Appendix 1, which assigns the user identification information (title, badge, etc.) indicating that the evaluation indicators meet predetermined conditions. This makes positive user behavior visible within the game. Users who are assigned this identification information can recognize that their actions are being valued, leading to a sense of satisfaction and motivating them to continue positive behavior. For other users, this identification information also serves as a reliable indicator when choosing who to interact with. (Note 3) The user evaluation unit 132 is a game control system as described in Appendix 1 or 2, which notifies the user of changes in evaluation indicators. This configuration allows users to see how their actions are being evaluated in real time or periodically. Notifications of improved evaluation metrics provide a sense of accomplishment, while notifications of declines prompt a review of their behavior. This creates a continuous feedback loop for users, leading to an improvement in the overall quality of the community. (Note 4) The contact management unit 134 is a game control system according to any one of the appendices 1 to 3, which displays contact candidates on the user terminal 200 in a manner that allows for the identification of users whose evaluation indicators or billing amount information meets predetermined conditions. This configuration allows users to easily identify highly-rated or high-spending users from their contact list. This enables users to efficiently find interaction partners who align with their values, reducing matching mismatches. (Note 5) The user evaluation unit 132 is a game control system according to any one of the appendices 1 to 4, which grants rewards to multiple users when multiple users who meet predetermined evaluation criteria cooperate in the game. This configuration creates an incentive for highly-rated users to cooperate with each other. This makes it easier for communities of highly-rated users to form, improving the overall atmosphere of the game. Furthermore, users will strive to improve their own rating metrics in order to earn rewards. (Note 6) The game control system according to any one of the appendices 1 to 5, further comprising a questionnaire unit 137 that obtains an evaluation (satisfaction level) regarding the interaction between multiple users in the game from at least one of the multiple users with whom contact has been established, and an update unit 135 that analyzes the correlation between the evaluation indicators of the multiple users with whom contact has been established and the evaluation regarding the interaction, and updates predetermined conditions based on the analysis results. This configuration allows the matching "results" to be obtained as direct feedback (satisfaction level) from users, which can then be used to improve the matching logic. As a result, the system not only learns automatically, but also achieves more accurate matching based on user experience. (Note 7) A user evaluation unit 132 calculates user evaluation metrics based on the user's behavior history in the virtual space of the game, A billing management unit 133 manages information on the amount of money users spend in the game, A contact management unit 134 determines potential contacts between multiple users of the game based on predetermined conditions relating to at least one of the evaluation indicators and the amount of money spent, An update unit 135 updates predetermined conditions based on the interaction history, including whether contact was successful or not between potential contact users, A game server equipped with the following features. (Note 8) A process for calculating the user's evaluation index based on the user's behavior history in the virtual space of the game, A process for managing the amount of money spent by the user in the game, A process to determine potential contacts between multiple users of the game based on predetermined conditions relating to at least one of the evaluation indicators and the amount of money spent, A process to update the predetermined conditions based on the interaction history, including whether contact was successful or not between the contact candidates users, A program that causes a computer to execute something. (Note 9) The computer calculates a user evaluation index based on the user's behavior history in the virtual space of the game, The computer manages information on the amount of money the user spends on the game, The computer determines potential contacts between multiple users of the game based on predetermined conditions relating to at least one of the evaluation indicators and the amount of money spent. The computer updates the predetermined conditions based on the interaction history, including whether the contact between the candidate users was successful or not. A game control method that includes this. [Explanation of Symbols]
[0108] 1: Game control system 100: Game Server 110: Communications Department 120: Storage section 130: Processing Unit 131: Game Provision Department 132: User Evaluation Department 133: Billing Management Department 134: Contact Management Department 135: Update section 136: Output Control Unit 137: Survey Department 200: User terminal 231: Operation information acquisition section 232: Game Execution Department 900: Computer NW: Network
Claims
1. A user evaluation unit calculates evaluation indicators related to the user's behavior based on the user's behavior history in the virtual space of the game, A billing management unit that manages information on the amount of money spent by the user in the game, A contact management unit determines potential contact candidates between multiple users of the game by extracting a group of high-quality users based on the first conditions relating to the evaluation indicators and the amount of charges, and then narrowing down the group of high-quality users based on a second condition relating to the compatibility with the user, An update unit updates the first condition based on the interaction history, including whether or not contact was successful between the contact candidates users. A game control system equipped with the following features.
2. The update unit dynamically changes the second condition according to the user's evaluation indicator and the amount charged information. The game control system according to claim 1.
3. The user evaluation unit provides the user with identification information indicating that the evaluation index satisfies the first condition. The game control system according to claim 1.
4. The user evaluation unit calculates the evaluation index in real time or periodically, and when the amount of change in the evaluation index exceeds a threshold, it notifies the user of a notification message containing information about the user's actions that caused the change. The game control system according to claim 1 or 2.
5. The contact management unit displays the contact candidates on the user's terminal in a manner that allows it to identify users whose evaluation indicators or billing amount information meet the first condition. The game control system according to claim 1.
6. The user evaluation unit grants rewards to multiple users when multiple users whose evaluation indicators meet the first condition cooperate in the game. The game control system according to claim 1.
7. The system further includes a questionnaire section that obtains evaluations of the interactions between multiple users within the game from at least one of the multiple users with whom contact has been established. The update unit analyzes the correlation between the evaluation index of the multiple users with whom contact has been established and the evaluation regarding the interaction, and updates the first condition based on the analysis results. The game control system according to claim 1.
8. A user evaluation unit calculates evaluation indicators related to the user's behavior based on the user's behavior history in the virtual space of the game, A billing management unit that manages information on the amount of money spent by the user in the game, A contact management unit determines potential contact candidates between multiple users of the game by extracting a group of high-quality users based on the first conditions relating to the evaluation indicators and the amount of charges, and then narrowing down the group of high-quality users based on a second condition relating to the compatibility with the user, An update unit updates the first condition based on the interaction history, including whether or not contact was successful between the contact candidates users. A game server equipped with the following features.
9. A process for calculating evaluation metrics related to the user's behavior based on the user's behavior history in the virtual space of the game, A process for managing the amount of money spent by the user in the game, A process to determine potential contacts between multiple users of the game by extracting a group of high-quality users based on the first condition relating to the evaluation indicators and the amount of money spent, and then narrowing down the group of high-quality users based on a second condition relating to the compatibility with the user, A process to update the first condition based on the interaction history, including whether contact was successful or not between the contact candidates users, A program that causes a computer to execute something.
10. The computer calculates an evaluation index for the user's behavior based on the user's behavior history in the virtual space of the game. The computer manages information on the amount of money the user spends on the game, The computer extracts a group of high-quality users based on a first condition relating to the evaluation indicators and the amount of money spent, and then narrows down the group of high-quality users based on a second condition relating to the compatibility with the user, thereby determining potential contacts between multiple users of the game. The computer updates the first condition based on the interaction history, including whether the contact between the candidate users was successful or not. A game control method that includes this.