Information processing system, information processing device, and program

JP7897516B2Active Publication Date: 2026-07-30CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-12-12
Publication Date
2026-07-30

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Patent Text Reader

Abstract

To provide a technology to allow a play to be enjoyed easily while providing an atmosphere of a cooperative play.SOLUTION: There is provided an information processing system. In a constitution step of the information processing system, a group including a main user and one or more sub-users matched to the main user is constituted. The group includes a first group and a second group. The first group includes a first user, who is a main user, and a second user, who is a sub-user, and the second group includes the second user, who is a main user while the first user is not included in the sub-user. In a determination step, a group point associated with the group is determined on the basis of a result of games played individually by each user included in the group. A first group point associated with the first group is determined on the basis of a result of a game of the first user, and a first group point and a second group point associated with the second group are determined on the basis of a result of a game of the second user.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses an asynchronous event in which a group is formed by a plurality of users, and the game can proceed as long as the user himself / herself performs an operation even if other users belonging to the group are not playing the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there are many users who want to enjoy the atmosphere of cooperative play.

[0005] In view of the above circumstances, the present disclosure aims to provide a technology that can allow users to play comfortably while creating an atmosphere of cooperative play.

Means for Solving the Problems

[0006] According to one aspect of the present disclosure, an information processing system is provided. In the configuration step of this information processing system, a group is formed that includes a main user and one or more sub-users matched to the main user. The group includes a first group and a second group, the first group includes a first user who is the main user and a second user who is a sub-user, and the second group includes the second user who is the main user, but does not include the first user as a sub-user. In the determination step, group points associated with the group are determined based on the results of games played individually by each user in the group, first group points associated with the first group are determined based on the results of the first user's game, and first group points and second group points associated with the second group are determined based on the results of the second user's game.

[0007] According to this disclosure, it is possible to create a cooperative atmosphere while allowing players to play casually. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram showing the hardware configuration of the information processing system 1 according to this embodiment. [Figure 2] This is a block diagram showing an example of the functional configuration of the information processing device 2 according to this embodiment. [Figure 3] This activity diagram shows an example of the flow of event-related processing. [Figure 4] This figure shows an example of the displayed group information. [Figure 5] This figure shows another example of the displayed group information. [Figure 6] This figure shows an example of a user who is matched with user A. [Figure 7] This figure shows an example of information about potential matching users. [Figure 8] This figure shows an example of a user who is matched with user B. [Figure 9]This figure shows an example of information about potential matching users. [Figure 10] This figure shows an example of group points at the end of an event. [Figure 11] This figure shows an example of a reward notification to a user. [Figure 12] This figure shows another example of how rewards are notified to users. [Figure 13] This figure shows an example of a sub-user's contribution. [Figure 14] This is a block diagram showing another example of the functional configuration of the information processing device 2. [Figure 15] This figure shows an example of a subuser table. [Figure 16] This figure shows an example of a group change. [Modes for carrying out the invention]

[0009] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.

[0010] Incidentally, the program for implementing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or it may be provided so that it can be downloaded from an external server, or it may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] In addition, in the present embodiment, the "unit" may include, for example, hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in the present embodiment, various types of information are handled. These information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.

[0012] In addition, a circuit in a broad sense is a circuit realized by appropriately combining at least a circuit (Circuit), circuitry (Circuitry), a processor (Processor), a memory (Memory), and the like. That is, it includes an application specific integrated circuit (ASIC), programmable logic devices (for example, a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), and the like.

[0013] 1. Description of the Game FIG. 1 is a block diagram showing the hardware configuration of an information processing system 1 according to the present embodiment. In the information processing system 1 shown in FIG. 1, an information processing apparatus 2 and a plurality of game apparatuses 3 are communicably connected to each other via a communication network 11, and a game is executed in the game apparatus 3.

[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, the user of the game device 3 activates one or more player characters in the virtual game space or makes the player characters fight against enemy characters that are non-player characters. Also, a character is an example of an object.

[0015] The game as described above is executed using a game device 3 which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.

[0016] 2. Overview of the Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores a game program and game data and manages the game data (for each of the following account information) of the game device 3. The information processing device 2 is constituted by, for example, a server. Each of the plurality of game devices 3 has the same configuration as each other. In this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or the game device 3 alone described later can also be an example of the information processing system 1.

[0017] The game device 3 executes a predetermined game based on the user's operation. For this purpose, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game device 3 for each user. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login and is used for user authentication in the information processing device 2.

[0018] After user authentication, communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data necessary for game progression (data related to game progress) from the information processing device 2, and then proceeds with the game while outputting game images and sounds to the display 4a and speaker 4b based on the user's input.

[0019] 2.1 Hardware Configuration The hardware configuration of Information Processing System 1 will be described below with reference to Figure 1.

[0020] <Information Processing Device 2> As shown in Figure 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0021] The communication unit 21 is a so-called network interface that is connected to each game device 3 via a communication network 11 such as the Internet and LAN. The main information that the information processing device 2 receives via the communication unit 21 includes information on game program download requests, gacha lottery requests in response to user operations, quest execution requests, auto-play execution / termination requests, account information, and game data. The main information that the information processing device 2 transmits via the communication unit 21 includes information to confirm that the game device 3 has received the game program, and information regarding game media obtained through gacha.

[0022] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), among others. The storage unit 22 stores various programs, including a part of the game program according to this embodiment, and various data related to the game.

[0023] Specifically, for example, the memory unit 22 stores a user database and a lottery list. The user database stores information such as the username, user rank, status of the player character controlled by the user, the amount of consumable medium usable in the virtual game space, and parameter information, associated with each user's identification number who plays the game. The lottery list is used for a lottery process commonly known as gacha, and contains information about multiple game mediums to be selected. The lottery list associates information about the game medium (name, ability parameters, rarity, level, etc.) with the selection rate in the lottery. Ability parameters, for example, when the game medium is a player character, include combat power, HP, attack power, defense power, intelligence, or speed.

[0024] The control unit 23 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is itself. In particular, the control unit 23 realizes various functions related to the information processing device 2 by reading predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is concretely realized by the control unit 23, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 23 is not limited to being a single unit, and may be implemented with multiple control units 23 for each function, or a combination thereof.

[0025] Information processing performed by the control unit 23 includes, for example, payment processing for charges, user account authentication processing, and gacha lottery selection processing. Payment processing for charges is performed, for example, based on a request for payment necessary to restore a predetermined amount of parameters in the game. User account authentication processing is performed, for example, using user identification information received from the game device 3. Gacha lottery selection processing is the process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game media, in response to a gacha lottery request. According to the gacha lottery selection processing, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and as a result, the user is assigned the game media that they won as a result of drawing the gacha themselves.

[0026] To further elaborate on the above, "game media" refers to electronic data representing elements related to a game, including the name of the character used as the player character, and items (weapons, armor, tools) that the player character uses in the virtual game space. Users can obtain game media through direct purchase via in-app purchases, completing quests, or through a lottery method called gacha. Acquired game media are stored and managed in the user database, associated with the identification information of the user who acquired that game media. Furthermore, "gacha" is a method by which the information processing device 2 randomly selects any game media from a lottery list based on a predetermined selection ratio. The selected game media is assigned to the user's game device 3. "Assigning / Having the user own the game media selected by gacha" is synonymous with "associating / being associated with the game media selected in the lottery process with the user's identification information."

[0027] <Game device 3> The game device 3 has a display 4a, a speaker 4b, and an input device 4c, which are either externally connected or built-in. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, storage unit 32, graphics processing unit 34a, audio processing unit 34b, and operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0028] The communication unit 31 is a so-called network interface that is connected to the communication network 11 in a communicative manner for sending and receiving various data between the game device 3 and the information processing device 2. The main information that the game device 3 receives via the communication unit 31 includes account information, new game data download request information, gacha execution requests, and quest execution requests. The main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, and information regarding the game medium selected by the lottery process.

[0029] The storage unit 32 consists of an HDD, SSD, RAM, and ROM. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including parts of the game program, account information for the game device 3, and user information. The user information is at least a portion of the information in the user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of user information, and the storage unit 32 of the game device 3 receives and stores at least a portion of this master information from the information processing device 2.

[0030] The control unit 33 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is itself. In particular, the control unit 33 realizes various functions related to the game device 3 by reading predetermined programs stored in the memory unit 32. That is, information processing by software stored in the memory unit 32 is concretely realized by the control unit 33, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 33 is not limited to being a single unit, and may be implemented with multiple control units 33 for each function, or a combination thereof.

[0031] In particular, the control unit 33 is configured to execute the game according to the operation of the input device 4c by the user of the game device 3, which is itself the device. Specifically, the control unit 33 generates two-dimensional or three-dimensional game image information using data such as virtual game space objects and textures contained in the game data, which are read from the storage unit 32, or data received from the information processing device 2. As the game image information is processed by the graphics processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, when executing the game, the control unit 33 is configured to control the display of the display 4a and the sound output of the speaker 4b according to the operation of the user of the game device 3, which is itself the device.

[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video format according to the game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, which is, for example, an LCD, and the game images rendered in video format are displayed on the display 4a as the game screen. The audio processing unit 34b is connected to a speaker 4b and, according to the instructions of the control unit 33, plays and synthesizes game sounds, which are then output from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external gamepad, a mouse, a keyboard, etc.

[0033] 2.2 Functional Configuration Next, with reference to Figure 2, the functional configurations of the information processing device 2 in the information processing system 1 will be explained.

[0034] Figure 2 is a block diagram showing an example of the functional configuration of the information processing device 2 according to this embodiment. As shown in Figure 2, the control unit 23 functions as a display control unit 231, a reception unit 232, a game control unit 233, a group configuration unit 234, a point determination unit 235, and a reward granting unit 236 by executing various programs stored in the storage unit 22. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0035] The display control unit 231 causes various information stored in the storage unit 22 or storage unit 32, or screens containing such information, to be displayed on the display 4a of the game device 3 in a manner that is visible to the human eye. Specifically, the display control unit 231 may generate the visual information itself, such as screens, images (for example, still images or moving images), icons, text, etc., in a manner that is visible to the human eye, or it may generate rendering information for displaying the visual information on the display 4a and transmit it.

[0036] The reception unit 232 receives various data as a reception step. For example, the reception unit 232 receives user account information, game data, user input, etc., from the storage unit 22 of the information processing device 2 or the game device 3. In this embodiment, the various information received by the reception unit 232 is described as being stored in the storage unit 22. The game control unit 233 controls the progress of the game. In this embodiment, the game control unit 233 controls the progress of a game in which players repeatedly play quests that allow them to earn points according to their gameplay upon completion.

[0037] In games controlled by the game control unit 233, events may be held. Events have a set duration and predetermined goals, and participants are rewarded, for example, based on their achievement of the goals at the end of the event period. In this embodiment, the achievement level in an event is evaluated for each group to which multiple users belong. The group configuration unit 234 functions as a component that constitutes such a group to which multiple users belong. The group configuration unit 234 constitutes a group that includes a main user and one or more sub-users matched to the main user.

[0038] The point determination unit 235 functions as a determination unit that determines the group points associated with a group. In this embodiment, group points are an indicator that represents the degree to which the goals set in the event have been achieved. The point determination unit 235 determines the group points based on the results of games played individually by each user in the group. The reward granting unit 236 grants rewards to the users belonging to the group according to the group points.

[0039] 3. Operational flow of Information Processing System 1 3.1 Overview of Information Processing This section describes the flow of information processing performed by the aforementioned information processing system 1. The following describes the event-related processing performed when the aforementioned event takes place.

[0040] Figure 3 is an activity diagram showing an example of the flow of event-related processing. Figure 3 shows the information processing performed by the information processing device 2 and the game device 3. First, at A10, the information processing device 2, through the game control unit 233, performs a start process to begin the event period. As a start process, the game control unit 233 performs a process to store a flag indicating that it is the event period in a storage means, associated with the event start date and time.

[0041] Here, let's assume that the user of game device 3, i.e., the game player, performs the operation to start the game for the first time after the event has started. The user is registered as a game player in information processing device 2, and game device 3 stores the registered user ID and login information such as password. In A11, game device 3 receives the game start operation and transmits the stored login information to information processing device 2.

[0042] In A12, the information processing device 2, after authenticating the user using the login information transmitted by the game control unit 233, determines whether the authenticated user has already started the event, that is, whether they are already participating in the event. Here, since the user is starting the game for the first time after the event has started, the game control unit 233 determines that the authenticated user is not yet participating in the event and accepts the user's event start. The game control unit 233 accepts the event start by, for example, storing an event participation flag indicating that the user is participating, and the start date and time of participation, in association with the authentication information.

[0043] When the information processing device 2 receives a user event start notification, the group configuration unit 234 executes a process to configure a group with that user as the main user. First, in A13, the group configuration unit 234 calculates the elapsed time from the event start date and time to the user's start date and time of participation in the event. Next, in A14, the group configuration unit 234 performs a matching process between the main user and sub-users belonging to the same group as the main user, according to the rules corresponding to the calculated elapsed time. The rules corresponding to the elapsed time will be explained in detail later.

[0044] The group configuration unit 234 configures groups in A15 to which the main user and sub-users matched through the matching process belong. The group configuration unit 234 transmits group information indicating each user belonging to the configured group to the game device 3. The game device 3 displays the transmitted group information. By viewing the displayed group information, the user can understand the other members of the group to which they belong.

[0045] Figure 4 shows an example of displayed group information. In the example in Figure 4, User A's game device 3 displays on the game screen G1 a group image C10 showing the members of Group A, with User A as the main user, the text "Your Group A has been determined," and "Earn group points and get rewards!", and an event start button B1. The group image C10 includes a main user image C11 showing User A, the main user, and a sub-user screen C12 showing sub-users B, C, and X.

[0046] Figure 5 shows another example of displayed group information. In the example in Figure 5, User B's game device 3 displays on the game screen G2 a group image C20 showing the members of Group B, with User B as the main user, the text "Your Group B has been determined," and "Earn group points and get rewards!", and an event start button B1. The group image C20 includes a main user image C21 showing User B, the main user, and sub-user screens C22 showing users D, X, and Y, who are sub-users.

[0047] As described above, in the examples of Figures 4 and 5, User B belongs to Group A as a sub-user and to Group B as a main user. By viewing the game screens G1 and G2 displayed on their respective game devices 3, Users A and B can recognize the members of the group to which they belong as main users and the start of an event in which they can earn rewards.

[0048] When the user presses the event start button B1, the screen switches to a screen where the user can play the game while participating in the event. In this embodiment, the user will continue to play the game by clearing quests, just as they would under normal circumstances, even while participating in the event.

[0049] Game device 3 receives a game play command at A21 and transmits operation data indicating the operation content to information processing device 2. At A22, information processing device 2, via game control unit 233, executes game processing according to the operation content indicated by the transmitted operation data. The game progresses as A21 and A22 are repeatedly executed.

[0050] Next, the information processing device 2 stores game results in A23 via the game control unit 233. In this embodiment, when a quest is completed, the game control unit 233 stores the score obtained when the quest is completed as a game result, associating it with the user. The game control unit 233 stores not only the main user's game results, but also the game results of sub-users when they participate in an event and play the game.

[0051] In A24, the information processing device 2, using the point determination unit 235, determines the group points for a group based on the game results of the users belonging to the group, i.e., the main user and sub-users, who have been accumulated in that manner. The point determination unit 235 stores the determined group points in association with the group, the main user, and the sub-users. For example, if the main user performs an operation to display the group points, the point determination unit 235 displays the group points stored in association with that main user, allowing the group points to be checked at any time.

[0052] Next, let's assume that at A31, the game device 3 receives a game start operation from a user who is participating in the event. Similar to A11, the game device 3 receives the game start operation and transmits the stored login information to the information processing device 2. At A32, the information processing device 2, using the game control unit 233, determines whether the event is continuing or not. If the game control unit 233 determines that the event is continuing, it accepts the user's request to resume the event. The game control unit 233 accepts the event resumption by, for example, storing the event resumption date and time in association with the event participation flag and authentication information mentioned above.

[0053] Next, in A41 and A42, similar to A21 and A22 described above, the game device 3 receives game play commands and the game control unit 233 processes the game, and the game progresses. Then, in A43, the game control unit 233 accumulates game results, similar to A23, and in A44, the point determination unit 235 determines group points, similar to A24. As long as the event continues, the processes from A31 to A44 are repeatedly executed, and group points are added according to the user's play results.

[0054] When the event period has elapsed, at A32, the game control unit 233 determines that the event has ended. In that case, at A51, the information processing device 2 determines the reward for the main user belonging to the group, according to the group points determined for the group by the reward granting unit 236. The reward granting unit 236 sends notification data to the game device 3 informing it of the determined reward. At A52, the game device 3 displays the reward indicated by the transmitted notification data. The reward granting unit 236 also grants the determined reward to the main user at A53. The reward granting unit 236 grants the reward to the main user by, for example, executing a process to grant a reward usable in the game (such as in-game currency) to the character used by the main user.

[0055] In summary, the information processing system 1 comprises the following components: The group configuration unit 234 constitutes a group that includes a main user and one or more sub-users matched to the main user. The group configured by the group configuration unit 234 includes a first group (Group A shown in Figure 4 in this embodiment) and a second group (Group B shown in Figure 5 in this embodiment). The first group includes the main user, the first user (User A shown in Figure 4 in this embodiment), and the sub-user, the second user (User B shown in Figure 5 in this embodiment). The second group (Group B) includes the main user, the second user (User B), but does not include the first user (User A) as a sub-user.

[0056] The point determination unit 235 determines the group points associated with a group based on the results of games played individually by each user in the group. For example, the point determination unit 235 determines the first group points associated with the first group (group A) based on the results of the first user's (user A) game. The point determination unit 235 also determines the second group points associated with the second group (group B), in which the second user (user B) is the main user, based on the results of the second user's (user B) game, and also determines the first group points associated with the first group (group A), in which the second user (user B) is a sub-user.

[0057] In this configuration, the results of one's gameplay affect the group points of the group to which they belong, creating an atmosphere of cooperative play with other users in the same group. On the other hand, sub-members of the group in which one is the main member each have their own group in which they are the main member, and can earn group points there, so they can play more casually without feeling an excessive sense of responsibility to increase the group points.

[0058] 3.2 Details of Information Processing The details of the information processing outlined above will be explained using diagrams.

[0059] <Group composition> The rules for the matching process performed by the group configuration unit 234 will be explained with reference to Figures 6 to 9. Figure 6 shows an example of users matched with user A. In the example in Figure 6, the rightward arrows represent the passage of time, showing the start date and time t10 of the event itself, the start date and time t11 of the event for the main user, user A, and the last login dates and times t12, t13, t14, t15, t16, and t17 of users X, Y, C, Z, B, and E when user A started the event. The start date and time t11 is the most recent, followed by t12, t13, and so on, with t17 being the oldest.

[0060] In the game provided by Information Processing System 1, users can follow other users. When a user follows another user, the game's play status and other information of that user can be displayed through a predetermined operation. Users B, C, and E are users that User A follows within the game. Users X, Y, and Z are other users that User A does not follow within the game.

[0061] User A's event start date and time t11 is a date and time included in the initial period T1 immediately following the event start date and time t10. The initial period T1 is, for example, a certain period that indicates the beginning of the event. For users who started the event in this initial period T1, the group configuration unit 234 performs matching processing according to the first rule described below. In the following, the date and time when the main user started the event will be referred to as the "first participation date and time".

[0062] <Rule 1> (1) The number of people in the group must be within the capacity limit (four people or less in this embodiment) (2) Select a follower who has logged into T11 within a specific period from their first participation date. (3) If the number of (2) users exceeds the capacity, select the user whose login date and time are closer to their first participation date. (4) If the number of (2) is less than the capacity, select users from among other users who have logged in to T12 in the period immediately preceding their first participation date, in order of priority based on the predetermined conditions (hereinafter referred to as "selection conditions").

[0063] Generally, there are more other users than followed users, so the most recent period T12 is set to be shorter than the specific period T11. Also, in Rule 1 (4), the group composition unit 234 determines that the higher the score obtained in the most recent quest, the more favorable the selection condition (this will be called "Condition 1"). In addition, if users are ranked based on achievements such as the number of quests completed, the selection condition may also be added that the user's rank is close to that of the main user (for example, only users of the same rank or with a rank difference of one or less) (this will be called "Condition 2"). Furthermore, the selection condition may also be added that the user's game progress (for example, the number of quests completed) is close to that of the main user (this will be called "Condition 3"). The following explains the case in Rule 1 (4) where Condition 1 is used as a selection condition.

[0064] Figure 7 shows an example of information about potential matching users. In the example in Figure 7, various pieces of information are shown for users A, B, C, E, X, Y, and Z. These pieces of information include the score from the most recent quest, the points at the start of the event, the points when user A joined, the most recent login time when user A joined (the login date and time for each user as shown in Figure 6), and the points at the end of the event.

[0065] If User A is the main user, the group configuration unit 234 first selects Users B and C from among the following users, Users B, C, and E, who logged in during the specific period T11 as shown in Figure 6, according to Rule 1(2). At this point, the group configuration unit 234 has 3 members (Users A, B, and C), which is less than the capacity of 4, so it selects the remaining 1 user to reach the capacity according to Rule 1(4). Specifically, the group configuration unit 234 selects User X from among the other users (Users X and Y) who logged in during the most recent period T12, as the user who satisfies the selection criteria because User X has a higher score obtained in the most recent quest (User X has 100, User Y has 90). In this way, when User A is the main user, the group configuration unit 234 forms Group A, which includes Users A, B, C, and X, as shown in Figure 4.

[0066] Figure 8 shows an example of a user matched with user B. In the example in Figure 8, the event start date and time t10, the event start date and time t21 for the main user, user B, and the last login dates and times t22, t23, t24, t25, t26, and t27 for users Z, D, X, Y, F, and G when user B started the event are shown. The start date and time t21 is the most recent, followed by t22, t23, and so on, with t27 being the oldest.

[0067] Users D, F, and G are users that User B follows within the game. Users X, Y, and Z are other users that User B does not follow within the game. The event period is divided into an initial period T1 after the start of the event, as described in Figure 6, a medium-term period T2 that follows the initial period T1, and a final period T3 after the medium-term period T2 before the end of the event. User B's event start date and time t21 (first participation date and time) is included in the final period T3. For users who started the event in the medium-term period T2 and the final period T3, the group configuration unit 234 performs matching processing according to the second and third rules described below, respectively.

[0068] <Rule 2> (1) The number of people in the group must be within the capacity limit (four people or less in this embodiment) (2) Select a follower who has logged into T11 within a specific period from their first participation date. (3) If the number of (2) users exceeds the capacity, select the user whose login date and time are closer to their first participation date. (4) If the number of participants in (2) is less than the capacity, a predetermined number of users will be selected from those whose total score earned individually at the event by the date of their first participation is P1 or higher, and from among the selected users, users will be selected in order of priority based on the predetermined conditions. (5)(2)+(4) is less than the capacity, select users from among other users who have logged in during the most recent period of T12 to meet the specified conditions, in order of priority.

[0069] <Rule 3> (1) The number of people in the group must be within the capacity limit (four people or less in this embodiment) (2) Select a follower who has logged into T11 within a specific period from their first participation date. (3) If the number of (2) users exceeds the capacity, select the user whose login date and time are closer to their first participation date. (4) If the number of participants in (2) is less than the capacity, a predetermined number of users will be selected from those whose total score earned individually at the event by the date of their first participation is equal to or greater than score P2 (P2 > P1), and from among the selected users, users will be selected in order of priority of the predetermined conditions. (5)(2)+(4) is less than the capacity, select users from among other users who have logged in during the most recent period of T12 to meet the specified conditions, in order of priority.

[0070] Figure 9 shows an example of information about potential matching users. In the example in Figure 9, various pieces of information are shown for users B, D, F, G, X, Y, and Z. This information includes the score from the most recent quest, the points at the start of the event, the points when user B joined, the most recent login time when user B joined (the login date and time for each user as shown in Figure 8), and the points at the end of the event.

[0071] If User B is the main user, the group configuration unit 234 first selects User D from among the following users D, F, and G who logged in on T11 within the specific period shown in Figure 8, according to Rule 3 (2). At the time of this selection, the group has two members (Users B and D), which is less than the capacity of four, so the group configuration unit 234 selects the remaining two users to reach the capacity according to Rule 3 (4). Specifically, the group configuration unit 234 selects a predetermined number of users from among those whose total score earned individually in the event up to User B's first participation date and time is P2 or higher.

[0072] In the example in Figure 9, for example, if score P2 is 500 points, the individual scores of the other users X, Y, and Z, who are not followed by user B, are 700 points, 750 points, and 600 points respectively, so users X, Y, and Z are all selected. Then, the group configuration unit 234 selects users X and Y from among users X, Y, and Z as users who satisfy the selection criteria, based on the scores they earned in the most recent quest (user X: 120, user Y: 105, user Z: 70). In this way, when the main user is user B, the group configuration unit 234 forms group B, which includes users B, D, X, and Y, as shown in Figure 5.

[0073] As described above, in the second rule and rule (4) of the third rule, unlike the first rule, the group configuration unit 234 selects users with a large total score earned individually in the event, regardless of the timing of their most recent login. In this way, the group configuration unit 234 forms groups by matching sub-users based on when the main user starts the game, and determines the rules for matching sub-users based on when the main user starts the game.

[0074] Furthermore, the group configuration unit 234 makes the score P2 used in the third rule greater than the score P1 used in the second rule, so that the shorter the remaining period of the game when the main user starts the game, the better the user will perform in the game and they will be selected as a sub-user. Adding users who have earned a large total of points individually in the event, i.e., heavy users who actively participate in the event, to the group increases the group points that can be expected to be earned during the remaining event period. Also, in this embodiment, as will be described later, the group points at the time the group is formed also increase.

[0075] Thus, according to the above configuration, it is possible to adjust for advantages and disadvantages based on the timing of participation, and specifically, it becomes easier to earn group points even if one participates late.

[0076] <Determination of Group Points> The point determination unit 235 determines group points based on the game results of the main user and sub-users belonging to the group configured as described above during the event period. More specifically, in this embodiment, the point determination unit 235 determines group points based on the game results of the main user, as well as the game results of the sub-users before the time the main user started the game (i.e., the first time of participation) and the game results of the sub-users after the time the main user started the game.

[0077] In the example shown in Figure 7, the point determination unit 235 calculates the group points for Group A by adding the individual score (100 points) of the sub-user (User X) when the main user, User A, first participated. Similarly, in the example shown in Figure 9, the point determination unit 235 calculates the group points for Group B by adding the individual scores (700 points and 750 points) of the sub-users (Users X and Y) when the main user, User B, first participated. By allowing users to take advantage of the results of sub-users' games in the event before the main user participates, participation in the game can be encouraged even towards the end of the event period.

[0078] <Reward Granting> The reward granting unit 236 determines the reward for the main user according to the group points determined as described above. More specifically, in this embodiment, the reward granting unit 236 functions as a first granting unit that grants rewards according to the group points to the main user who is included in the group associated with those group points, but does not grant rewards to sub-users.

[0079] Figure 10 shows an example of group points at the end of an event. In the example in Figure 10, Group A (main user is User A, sub-users are Users B, C, and X) has 1400 points at the end of the event, and Group B (main user is User B, sub-users are Users D, X, and Y) has 1950 points at the end of the event. In this embodiment, the reward distribution unit 236 awards a reward corresponding to Group A's group points of 1400 points to User A, the main user, but does not award a reward to the sub-users Users B, C, and X. Also in this embodiment, the reward distribution unit 236 awards a reward corresponding to Group B's group points of 1950 points to User B, the main user, but does not award a reward to the sub-users Users D, X, and Y.

[0080] Figure 11 shows an example of a reward notification to a user. In the example in Figure 11, game device 3 displays game screen G3 notifying user A, the main user of group A, of a reward. Game screen G3 displays the text "The event has ended!" and "Congratulations on receiving your reward!", along with a reward image C30. Reward image C30 includes a main user image C31 representing user A, the main user; a points image C32 representing group points for group A (1400 points); and a reward image C33 representing the reward for user A (280 gems).

[0081] Figure 12 shows another example of how rewards are notified to a user. In the example in Figure 12, the game device 3 displays game screen G4, which notifies user B, the main user of group B, of a reward. Game screen G4 displays the same text as game screen G3 and a reward image C40. Reward image C40 includes a main user image C41 indicating user B, the main user; a points image C42 indicating group points for group B (1950 points); and a reward image C43 indicating the reward for user B (390 gems).

[0082] In the examples in Figures 11 and 12, the reward distribution unit 236 rewards the main user with a number of in-game currency (gems ​​in Figure 11, etc.) equal to a certain percentage (5% in Figure 11, etc.) of the group points (1400 points × 5% = 280 gems if the main user is User A, and 1950 points × 5% = 390 gems if the main user is User B).

[0083] As mentioned above, users participating in the event can create an atmosphere of cooperative play with other users by having their game results reflected in group points. On the other hand, since they do not receive rewards for the group they belong to as a sub-user, they do not need to be overly conscious of contributing to that group's group points. Thus, according to this embodiment, sub-users can play more casually compared to cases where sub-users receive rewards based on group points.

[0084] [others] Regarding the information processing method according to the above-described embodiment, the following embodiments may be adopted.

[0085] <Reward Granting> In this embodiment, the reward distribution unit 236 did not provide rewards to sub-users according to group points, but it may also function as a second reward distribution unit that provides rewards to sub-users. For example, the reward distribution unit 236 may provide the same reward given to the main user to sub-users belonging to the same group as the main user. Alternatively, the reward distribution unit 236 may provide sub-users belonging to the same group as the main user with a different reward than the one given to the main user.

[0086] For example, the reward distribution unit 236 may award rewards to main users included in the group associated with the group points, and award rewards to sub-users based on their contribution to the group points based on the results of the game.

[0087] Figure 13 shows an example of sub-user contributions. In Figure 13, the contribution of each sub-user (Users B, C, and X) to Group A's total group points of 1400 points is shown. Each contribution is shown as a percentage of the group points to the individual points earned by the sub-user during the event. User B has an individual score of 50 points, so their contribution is 50 ÷ 1400 = 3.6%. User C has an individual score of 250 points, so their contribution is 250 ÷ 1400 = 17.9%. User X has an individual score of 800 points, so their contribution is 800 ÷ 1400 = 57.1%.

[0088] The reward distribution unit 236, for example, distributes the above-mentioned percentage of the 280 gems that are the reward for the main user as rewards to the sub-users. In other words, the reward distribution unit 236 distributes 280 gems × 3.6% = 10 gems to user B, 280 gems × 17.9% = 50 gems to user C, and 280 gems × 57.1% = 160 gems to user B. However, with this method, the main user's contribution is not excluded, so if the main user was active in a group, the sub-users' rewards will be less. Therefore, the reward distribution unit 236 may distribute rewards according to a ratio that compares only the contributions of the sub-users excluding the main user's contribution, so that the total rewards for sub-users are equal to the rewards for the main user.

[0089] The method of expressing contribution is not limited to the above percentages. For example, it may be expressed according to the absolute value of the individual score (e.g., "small" contribution for less than 500 points, "medium" contribution for 500 points or more, "large" contribution for 1000 points or more). Also, some users may belong to multiple groups and contribute to the rewards of each. In such cases, the reward distribution unit 236 may use the number of groups to which a sub-user belongs as the contribution level and award the sub-user a reward corresponding to that contribution level (for example, in-game currency in an amount equal to the contribution level multiplied by a predetermined coefficient). Alternatively, the reward distribution unit 236 may award rewards according to the overall contribution level, which is a combination of the number of groups to which a sub-user belongs and the contribution level in each group. With this configuration, sub-users can also receive rewards, thus increasing the incentive to earn points (individual scores) compared to cases where sub-users do not receive rewards.

[0090] <Determination of Group Points> In this embodiment, the point determination unit 235 determined group points based on the results of games played by sub-users before the main user's initial participation date and time. However, it is also possible to determine group points based only on the results of games played by sub-users after the main user's initial participation date and time, without relying on these game results. In this case, it is possible to eliminate any sense of unfairness between users who participated in the event from the beginning and those who joined towards the end.

[0091] Furthermore, when the point determination unit 235 determines group points based on the results of games in the first period and the second period following the first period, it may determine group points in a way that gives preferential treatment to the group points based on the results of games in the first period. For example, the point determination unit 235 determines group points with the initial period T1 shown in Figure 8 as the first period, and the intermediate period T2 and the final period T3 as the second period.

[0092] In that case, the point determination unit 235 determines the group points as the sum of, for example, the individual score obtained by multiplying the individual score in the initial period T1 by N (N>1), and the individual score in the intermediate period T2 and the final period T3. Note that the first and second periods are not limited to the above periods. The initial period T1 and the intermediate period T2 may be designated as the first period, and the final period T3 as the second period. Alternatively, the initial period T1, the intermediate period T2, and the final period T3 may each be further divided into two periods, and these periods may be designated as the first period and the subsequent second period. Furthermore, periods different from the initial period T1, the intermediate period T2, and the final period T3 may be designated as the first and second periods. In any case, the point determination unit 235 should determine the group points in such a way that the group points based on the game results in the first period are given more weight than those based on the second period.

[0093] Moreover, the method of giving preferential treatment to game results is not limited to this. The point determination unit 235 may correct the personal score in the first period by multiplying it by N1 (1 < N1) to a larger value, or may correct the personal score in the second period by multiplying it by N2 (0 < N2 < 1) to a smaller value. Further, the point determination unit 235 may determine two types of points with different rewards as group points. For example, the point determination unit 235 determines the first group point based on the result of the game in the first period and determines the second group point based on the result of the game in the second period. For example, as for the first group point, 10% of the virtual currency in the game corresponding to that point is given as a reward, and as for the second group point, 5% of the virtual currency in the game corresponding to that point is given as a reward. In this way, the group points in the first period may be given preferential treatment in terms of the rewards given.

[0094] Also, the point determination unit 235 may determine the first point based on the personal score of only the main user and determine the second point based on the personal scores of all the users in the group. In that case, the reward giving unit 236 gives the main user a reward (personal prize) corresponding to the first point and a reward (group prize) corresponding to the second point. In this case, for example, a user who newly joins in the final period T3 can aim for a high-level group prize because they can add the personal scores of the sub-users, but it is difficult to aim for a high-level personal prize with only their own personal score. Therefore, to aim for a high-level personal prize, it is necessary to participate from the initial stage of the event. By giving preferential treatment to points as described above, it is possible to promote play during a specific period, such as the first period.

[0095] <Change of User> The user belonging to the group may be changed during the event. FIG. 14 is a block diagram showing another example of the functional configuration of the information processing apparatus 2. In FIG. 14, in addition to each unit shown in FIG. 2, the control unit 23 includes a user change unit 237. The user change unit 237 functions as a change unit that changes the users included in the group based on the group points during the period when the game is held. Hereinafter, the timing during the event when the user is changed is referred to as "change timing". The change timing is, for example, the timing when the event enters the final period T3 shown in FIG. 8.

[0096] For example, the user change unit 237 determines a user with a better game result as the sub-user the higher the contribution degree of the main user to the group points at the change timing. The user change unit 237 determines the sub-user using, for example, a sub-user table in which the range of the contribution degree of the main user and the range of the personal score of the sub-user are associated.

[0097] FIG. 15 is a diagram showing an example of the sub-user table. In FIG. 15, the range of the contribution degree of the main user, such as "less than Th1", "greater than or equal to Th1 and less than Th2", and "greater than or equal to Th2" (Th1 < Th2), and the range of the personal score of the sub-user, such as "greater than or equal to PT1", "greater than or equal to PT2", and "greater than or equal to PT3", are respectively associated. For example, when the contribution degree of the main user to the group points is greater than or equal to Th2 at the change timing of the event, the user change unit 237 selects a sub-user from users with a personal score greater than or equal to PT3 and adds the sub-user to the group. As a result, a user with a higher personal score is more likely to be selected as the sub-user as the contribution degree of the main user increases.

[0098] Figure 16 shows an example of a group change. In Figure 16, the individual scores, group points, and contributions of group H, where the main user is user H and the sub-users are users J, K, and X, are shown. In Figure 16(a), user H's contribution is 47.3%, and the group points are 1480. In this case, the user change unit 237 selects the sub-user to change (user W, with an individual score of 650 in the example of Figure 16), for example, according to (4) of the third rule described above.

[0099] The user change unit 237, for example, as shown in Figure 16(a), replaces user J (contribution 2.0%), who has the lowest contribution, with user W in group H. In this case, as shown in Figure 16(a), the group points increase from 1480 to 2100. Alternatively, the user change unit 237 may increase the group's capacity by one person and add user W to group H, as shown in Figure 16(b). In this case, as shown in Figure 16(b), the group points increase from 1480 to 2130. By making the main user's contribution a condition for sub-user changes, the main user can increase their expectation of rewards through their own efforts, even if there are sub-users in the same group who have poor game results in the event.

[0100] The level of contribution may be represented by the individual score itself, as in the example above. Furthermore, the number of sub-users to be changed is not limited to one; it may be two or more. The user change unit 237 may also change sub-users not based on the main user's contribution, but for example, if the main user's individual score is greater than a predetermined score or if the group points are less than a predetermined point. The user change unit 237 may also use the main user's first participation in the event during a predetermined period (for example, the initial period T1 shown in Figure 8) as a condition for changing sub-users. In any case, changing sub-users can increase the expected rewards even for those belonging to groups with poor game results.

[0101] <Matching Rules> The rules for matching the main user and the sub - users are not limited to those described in FIG. 6 and the like. For example, the above - mentioned rules may have different maximum capacities, or the maximum capacity may vary according to the participation time and the like. In that case, the group - forming unit 234, for example, sets the maximum capacities to N4 people, N5 people, and N6 people (N4 < N5 < N6) when the main user first participates in the initial period T1, the middle period T2, and the final period T3 respectively, and forms a group where the maximum capacity increases and the group points are more likely to increase as the event approaches the end.

[0102] Also, the group - forming unit 234 may select sub - users from all follow - up users or other users regardless of the specific period or the most recent period, or may select sub - users according to the same rules regardless of whether they are follow - up users or other users. Also, the group - forming unit 234 may select sub - users according to, for example, the game results (such as personal scores) at the time when the main user first participates, regardless of the login date and time. Also, the group - forming unit 234 may use the above - mentioned selection conditions (conditions 1, 2, 3) individually or in combination. Also, as conditions other than conditions 1, 2, and 3, the group - forming unit 234 may use, for example, the play time and the number of plays of the game as selection conditions.

[0103] <Others> The group may be called by other names such as a team, a party, friends, or a troop. Also, the game is not limited to the form of clearing the above - mentioned quests, and may be in a battle form, a form that branches the story, or the like. Also, the genre of the game may be an action game, a puzzle game, a role - playing game, a simulation game, an adventure game, a shooting game, a racing game, a music game, or the like. Also, the reward is not limited to in - game currency. For example, a specific item, a specific character, the unlocking of a specific quest, or the progress of a specific game may be given as a reward.

[0104] Furthermore, game results are not limited to individual scores. For example, play time, number of plays, or the number of quests completed may also be considered game results. In the case of a game where players defeat monsters and collect items, the number of monsters defeated, the number of monsters above a certain level defeated, or the number of items collected may also be considered game results. In short, game results can be anything that shows the degree of game progress or the strength of the player character, regardless of game progress.

[0105] Furthermore, for example, the information processing device 2 may be distributed across two or more devices, or it may be replaced by a cloud computing system. Also, the functional configurations shown in Figures 2 and 14 are examples only and are not limited thereto. For example, the functions of the information processing device 2 may be distributed across two or more devices. Also, the operations performed by one function may be distributed across two or more functions, or two or more functions may be integrated into one function. In short, as long as the information processing system 1 as a whole realizes each of the functions shown in Figure 2, the devices that realize those functions may be configured in any way.

[0106] The embodiments described above were information processing devices such as the information processing device 2, or information processing systems such as the information processing system 1 equipped with the information processing device 2, but they may also be information processing methods. The information processing method comprises the steps of each process executed by the information processing system. Furthermore, the embodiments described above may also be programs. The programs cause a computer to execute each step of the information processing system.

[0107] Furthermore, they may be provided in the following embodiments.

[0108] (1) An information processing system in which, in the configuration step, a group is formed including a main user and one or more sub-users matched to the main user, wherein the group includes a first group and a second group, the first group includes the first user who is the main user and the second user who is a sub-user, the second group includes the second user who is the main user, but the first user is not included among the sub-users, and in the determination step, group points associated with the group are determined based on the results of games played individually by each user in the group, first group points associated with the first group are determined based on the results of the first user's game, and second group points associated with the first group points and the second group are determined based on the results of the second user's game.

[0109] This approach allows for a relaxed gameplay experience while maintaining a cooperative atmosphere.

[0110] (2) In the information processing system described in (1) above, in the first granting step, the reward corresponding to the group points is granted to the main user who is included in the group associated with the group points, but not to the sub-user.

[0111] In this configuration, the second user can play more comfortably.

[0112] (3) In the information processing system described in (1) above, the second granting step grants the main user who is included in the group associated with the group points a reward corresponding to the group points, and grants the sub-user a reward corresponding to the degree of contribution to the group points based on the results of the game by the sub-user.

[0113] This approach can increase the motivation to earn points.

[0114] (4) In an information processing system described in any one of (1) to (3) above, the decision step determines the group points based on the results of the game in the first period and in the second period following the first period, and determines the group points in such a way that the group points based on the results of the game in the first period are given preferential treatment.

[0115] This configuration can encourage play during a specific period.

[0116] (5) In the information processing system described in any one of (1) to (4) above, the configuration step involves forming the group by matching the sub-users based on the main user starting the game, and determining the rules for matching the sub-users based on the timing when the main user started the game.

[0117] This approach allows for adjustment of advantages and disadvantages based on the timing of participation.

[0118] (6) In the information processing system described in (5) above, the configuration step determines the sub-user to be a user whose game results are better the shorter the remaining period of the game is when the main user starts the game.

[0119] This approach makes it easier to earn group points even if you join later in the season.

[0120] (7) In the information processing system described in (6) above, the decision step determines the group points based on the results of the game played by the sub-user before the main user started the game and the results of the game played by the sub-user after the main user started the game.

[0121] This approach can encourage participation in the game even towards the end of a given period.

[0122] (8) In the information processing system described in any one of (1) to (7) above, the change step involves changing the sub-users included in the group based on the group points during the period in which the game is held.

[0123] This approach allows for an increased expectation of rewards even for those belonging to groups with poor game results.

[0124] (9) In the information processing system described in (8) above, the modification step determines the sub-users to be those who have a better game result the higher the main user's contribution to the group points.

[0125] In this manner, the expectation of rewards can be increased based on individual effort.

[0126] (10) An information processing device configured to perform each step of the information processing system described in any one of (1) to (9) above.

[0127] (11) A program that causes a computer to perform each step of the information processing system described in any one of (1) to (9) above. Of course, this is not always the case.

[0128] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the gist of the disclosure. These embodiments and their variations are included in the scope and gist of the disclosure, as well as in the disclosures described in the claims and their equivalents. [Explanation of symbols]

[0129] 1: Information Processing System 2: Information Processing Device 3: Game device 23: Control Unit 33: Control Unit 231: Display Control Unit 232: Reception Department 233: Game Control Department 234: Group Composition Department 235: Point Determination Section 236: Reward Distribution Department 237: User Change Section

Claims

1. An information processing system comprising one or more processors, The aforementioned processor, In the matching step, a matching process is performed to match the main user of a group with one or more sub-users who are different from the main user, as users belonging to the same group. In the configuration step, a group is formed that includes the main user and the sub-users matched by the matching process, and here the group includes a first group and a second group. The first group includes the first user, who is the main user, and the second user, who is the sub-user. The second group includes the second user, who is the main user, and the first user, who is the sub-user. In the decision step, the group points associated with the group are determined based on the results of the games played individually by each user included in the configured group. An information processing system that determines a first group point associated with the first group and a second group point associated with the second group, based at least on the results of the first user's game and the results of the second user's game.

2. In the information processing system described in claim 1, The aforementioned processor, An information processing system in which, in the first granting step, grants the reward corresponding to the determined group points to the main user who is included in the group associated with the group points, but does not grant it to the sub-user.

3. In the information processing system described in claim 1, The aforementioned processor, An information processing system that, in the second granting step, grants the main user who is included in the group associated with the group points a reward corresponding to the determined group points, and grants the sub-user a reward corresponding to the sub-user's contribution to the group points based on the results of the game.

4. In the information processing system described in claim 1, The aforementioned processor, An information processing system that, in the decision step, determines the group points based on the results of the game in a first period and a second period following the first period, and determines the group points in a way that gives preferential treatment to the group points based on the results of the game in the first period.

5. In the information processing system described in claim 1, The aforementioned processor, The configuration step involves forming the group by matching the sub-users based on the main user starting the game, and determining the rules for matching the sub-users based on the timing of when the main user started the game.

6. In the information processing system described in claim 5, The aforementioned processor, The configuration step involves an information processing system that determines the sub-users to be users whose game results are better the shorter the remaining period of the game is when the main user starts the game.

7. In the information processing system described in claim 6, The aforementioned processor, An information processing system that, in the determination step, determines the group points based on the results of the game played by the sub-user before the main user started the game, and the results of the game played by the sub-user after the main user started the game.

8. In the information processing system described in claim 1, The aforementioned processor, The modification step involves an information processing system that modifies the sub-users included in the group based on the determined group points during the period in which the game is held.

9. In the information processing system described in claim 8, The aforementioned processor, The information processing system, in the modification step, determines the sub-users to be those who have a better game result the higher the main user's contribution to the group points.

10. An information processing device comprising one or more processors, The aforementioned processor, An information processing device configured to perform each step of the information processing system described in any one of claims 1 to 9.

11. It is a program, A program that causes a computer to perform each step of the information processing system described in any one of claims 1 to 9.