Computer program, game information processing device, and game information processing method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CLOVIZ CO LTD
- Filing Date
- 2025-09-26
- Publication Date
- 2026-08-07
AI Technical Summary
【0007】 本開示によれば、ユーザは、多様な要素を鑑みたゲーム戦略を効率的に習得できる。
Smart Images

Figure 0007901932000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a computer program, a game information processing device, and a game information processing method.
Background Art
[0002] Patent Document 1 discloses a system that enables playing a poker game without a dealer in a facility using a master unit and a slave unit that are communicatively connected to each other.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The poker game is an imperfect information game played by multiple players, and to win, it is necessary to comprehensively judge various elements. Each player must select the best move based not only on their own hand and community cards but also on the situation such as the actions and positions of the opponents. Since the optimal solution changes depending on the situation, experience in a wide range of patterns is important. Also, unlike perfect information games such as Go and Shogi, the poker game has an information asymmetry where one's own hand is visible while the opponent's hand is unknown. Therefore, especially for beginners, it is difficult to understand the game mechanism and acquire strategies.
[0005] An object of the present invention is to realize a computer program, a game information processing device, and a game information processing method that support efficient acquisition of a user's game strategy.
Means for Solving the Problems
[0006] A computer program in one embodiment of the present disclosure causes the computer to perform the following processes: display a scenario, selected from a plurality of scenarios in a poker game, including each player's actions, community cards, and the user's hand cards, on the screen of a terminal device as a practice problem for the user; output the user's next action options in the displayed scenario; and display an explanation screen on the screen that includes an explanation of the user's action selected from the options. [Effects of the Invention]
[0007] According to this disclosure, users can efficiently acquire game strategies that take various factors into consideration. [Brief explanation of the drawing]
[0008] [Figure 1] This is an overview diagram of the game information display system. [Figure 2] This is a block diagram showing the configuration of a terminal device. [Figure 3] This is a block diagram showing the configuration of an information processing device. [Figure 4] This is a schematic diagram of the language model. [Figure 5] This flowchart shows an example of the processing procedure when a practice problem is selected. [Figure 6] This flowchart shows an example of the processing procedure when a practice problem is selected. [Figure 7] This flowchart shows an example of the processing procedure when a practice problem is selected. [Figure 8] This flowchart shows an example of the processing procedure when learning rules and theories is selected. [Figure 9A] This is an explanatory diagram showing an example of the main screen. [Figure 9B] This is an explanatory diagram showing an example of the main screen. [Figure 10] This is an explanatory diagram showing an example of a gameplay screen. [Figure 11] This is an explanatory diagram showing an example of a gameplay screen. [Figure 12] It is an explanatory diagram showing an example of a play screen. [Figure 13A] It is an explanatory diagram showing an example of an explanation screen. [Figure 13B] It is an explanatory diagram showing an example of an explanation screen. [Figure 13C] It is an explanatory diagram showing an example of an explanation screen. [Figure 14] It is an explanatory diagram showing another example of an explanation screen. [Figure 15] It is an explanatory diagram showing an example of an explanation screen. [Figure 16] It is an explanatory diagram showing an example of a question screen. [Figure 17] It is an explanatory diagram showing an example of a question screen. [Figure 18] It is an explanatory diagram showing an example of a lesson screen. [Figure 19] It is an explanatory diagram showing an example of a main screen.
Embodiments for Carrying Out the Invention
[0009] The present disclosure will be specifically described with reference to the drawings showing its embodiments. In the following embodiments, a game information presentation system to which the program of the present disclosure is applied will be described. In the following embodiments, in particular, an information presentation system for a poker game will be taken as an example, but the game information is not limited to the poker game.
[0010] In the present disclosure, the "poker game" will be described by taking Texas Hold'em as an example. Texas Hold'em is a game in which each of a plurality of players is dealt two hole cards, and further combined with up to five community cards that are sequentially revealed on the table to form a five-card hand, and the strength of the hands is competed to proceed. The poker game proceeds in a plurality of streets called preflop, flop, turn, and river. In each street, the player can select an action. The set of chips accumulated by the action is called the pot, and the winner obtains this. Also, the amount of chips held by each player is called the stack, which greatly affects the game progress and strategy.
[0011] In the present disclosure, "action" refers to an action that each player can select in a poker game. Specifically, actions include actions such as check, bet, call, raise, fold, all-in, etc.
[0012] In the present disclosure, "scenario" refers to a combination of information indicating a specific situation in a poker game. A scenario includes at least the user's hole cards, community cards, and the actions of other players, and may include, as necessary, the player's stack size, position, blind, street (preflop, flop, turn, river), and other information related to the progress of the game.
[0013] In the present disclosure, "position" refers to the position in the order of actions of each player in a poker game. Specifically, the position is the seat position determined based on the dealer button (button), and affects the order of actions in each street after the preflop. For example, positions include, but are not limited to, "Small Blind (SB)" immediately after the button, "Big Blind (BB)", "Under the Gun (UTG)" with an early action order, "Under the Gun + 1 (UTG+1)", "Middle Position (MP)", "Low Jack (LJ)", "High Jack", "Cutoff (CO)" with a late action order, and "Button (BTN)".
[0014] In the present disclosure, "explanation" refers to an evaluation and explanation of the user's action in a scenario. The explanation may include the reason for the correct / incorrect judgment, theoretical background (e.g., game-theoretic optimal strategy, range advantage, pot odds, expected value, etc.), comparison with alternative actions that could have been selected, and an explanation of the factors to be considered in that situation.
[0015] Figure 1 is an overview diagram of the game information display system 100. The game information display system 100 includes a user terminal device 1 and an information processing device 2 that transmits information to the terminal device 1. Multiple terminal devices 1 are connected depending on the number of users. The terminal devices 1 and the information processing device 2 can communicate with each other via a network N. The network N includes the internet and carrier networks.
[0016] The game information presentation system 100 is a system that allows users to learn and practice the rules and theories of a game by installing a computer program (hereinafter referred to as "app") P1 on the terminal device 1 and launching app P1. Specifically, the game information presentation system 100 is a system that enables users to play lessons on the rules and theories of a game, as well as practice matches against NPCs (Non-Player Characters: computer-controlled characters), in the same way as an app game. App P1 may be a web browser program and may be playable on a web page provided by the information processing device 2 as a web server.
[0017] The game information presentation system 100 disclosed herein can extract more than 100,000 questions from more than 1 million scenarios held by the information processing device 2 and present questions that directly contribute to the user's acquisition of game knowledge, strategic learning, and skill improvement. A vast amount of scenario data equivalent to a number of practical scenarios that could not be completed in a lifetime is prepared, and by automatically generating questions by combining indicators such as improvement level, progress status, and importance in a multifaceted way, the system solves the challenges in acquiring game skills, such as the "diversity of situations" and "situation dependence" inherent in incomplete information games, and provides an efficient and practical learning effect, which is a unique effect of this disclosure.
[0018] The configuration and information processing of each device that enables the "game" to be played like an app game and allows users to efficiently learn game strategies, as described below with reference to the drawings, will be explained below.
[0019] Figure 2 is a block diagram showing the configuration of terminal device 1. Terminal device 1 is an information terminal equipped with a display unit and a communication unit, such as a personal computer, smartphone, or tablet terminal. Terminal device 1 comprises a processing unit 10, a storage unit 11, a communication unit 12, a display unit 13, an audio output unit 14, and an operation unit 15.
[0020] The processing unit 10 is a processor such as a CPU (Central Processing Unit), MPU (Micro-Processing Unit), GPU (Graphics Processing Unit), or NPU (Neural Processing Unit). The processing unit 10 includes memory such as SRAM (Static Random Access Memory) or DRAM (Dynamic Random Access Memory) for temporarily storing predetermined programs and data. The processing unit 10 reads the application P1 stored in the storage unit 11 into memory and executes it, thereby causing a general-purpose information terminal to execute the processing described later, and to function as the terminal device 1 of the game information presentation system 100.
[0021] The storage unit 11 is a relatively large-capacity non-volatile storage medium such as an SSD (Solid State Drive) or a Hard Disk Drive. The storage unit 11 stores the program (computer product) necessary for the processing unit 10 to execute processing, reference configuration data, and output content data.
[0022] The application P1 stored in the memory unit 11 is downloaded by the processing unit 10 from an external download server via the communication unit 12 and stored in the memory unit 11. The application P1 may be a web browser program. Alternatively, the application P1 may be an application P9 stored on a non-temporary storage medium 9 that is read from the computer and stored in the memory unit 11 by the processing unit 10.
[0023] The memory unit 11 stores the user ID issued by the information processing device 2 to the application P1, along with the handle name (nickname), the amount of points and currency the user can use in application P1, and other related information. The memory unit 11 also stores data indicating progress, improvement level, and characteristics identified by the processing described later, along with the user ID. This data is synchronized with the data stored in the information processing device 2.
[0024] The memory unit 11 stores the content that constitutes the screen displayed based on the application P1. The content includes scenario data, character data, background image data, music data (sound effects, voices, BGM (Background Music), etc.), and explanatory text data such as terms or theories. The content stored in the memory unit 11 is either data acquired together with the application P1, or a portion of the content stored in the information processing device 2.
[0025] Scenario data is data that describes the situation in a "poker game" and the actions of other players in a step-by-step manner. Scenario data allows users to experience how the situation changes as their character and the characters representing other players take sequential actions, much like playing a mobile game. Scenario data includes both practice and lesson versions. Practice scenario data includes turns for the user to choose, the options available for those turns, and explanatory text explaining the best move, good move, and the reasons behind it. Lesson scenario data does not include turns or options for the user to choose. Both practice and lesson scenario data stores multiple scenarios.
[0026] Scenario data is stored according to skill level. Skill level here refers to a unique index that systematically organizes and categorizes the optimal order in which knowledge should be acquired when learning poker. Processing unit 10 determines each user's current skill level and recommends the most suitable content accordingly.
[0027] Furthermore, scenario data is stored in association with importance levels. Importance is determined by multiple criteria. These criteria include, for example, (1) high frequency of occurrence in that situation, (2) significant losses if answered incorrectly, and (3) important decisions based on general poker theory. The more of these criteria a scenario meets, the higher its importance level. The scenario data is designed to allow users to learn efficiently based on its importance level.
[0028] Scenario data is stored in association with streets such as pre-flop, flop, turn, and river. The processing unit 10 can select scenario data based on one or more of the above-mentioned skill level, importance, and street. The processing unit 10 can select scenario data based on one or more of the above-mentioned skill level, position, importance, and street. At a predetermined timing, the processing unit 10 acquires some or all of the scenario data stored in the information processing device 2 and stores it in the storage unit 11.
[0029] The memory unit 11 stores the correspondence between the improvement level, position, importance, and street associated with the aforementioned scenario data, and the user's progress, improvement level, and user characteristics for which each should be selected. Here, progress is an indicator showing how well the user has mastered the content at their improvement level, and is calculated based on the content's implementation status or the correct answer rate for questions within the content. The processing unit 10 can select appropriate scenario data from the scenario data stored in the information processing device 2 or from the extracted scenario data stored in the memory unit 11, based on the progress, improvement level, and user characteristics.
[0030] The communication unit 12 enables communication with the information processing device 2 via the network N. Specifically, the communication unit 12 may be a wireless communication device connected to a carrier network, or a wireless communication device for Wi-Fi. The communication unit 12 may also be a network card for wired communication. The processing unit 10 establishes a communication connection with the information processing device 2 via the communication unit 12.
[0031] The display unit 13 is a display such as a liquid crystal display or an organic electroluminescent (OLED) display. The display unit 13 is, for example, a touch panel-integrated display. The processing unit 10 displays content such as images, text, and / or audio provided from the information processing device 2 on the display unit 13 based on the application P1.
[0032] The audio output unit 14 includes a speaker, etc. The processing unit 10 outputs game content such as voice, sound effects, and background music, which are included in the content provided by the information processing device 2, from the audio output unit 14 based on the application P1.
[0033] The operation unit 15 is a user interface capable of input and output with the processing unit 10, and is a touch panel built into the display unit 13. The operation unit 15 may also use a connected mouse and keyboard, etc. The operation unit 15 may also have physical buttons. The operation unit 15 may accept operations by voice input using a voice input unit including a microphone and a voice recognition unit.
[0034] Figure 3 is a block diagram showing the configuration of the information processing device 2. The information processing device 2 is a server computer or a personal computer, etc. In the following description, the information processing device 2 will be described as a single server computer, but it may also be configured as a distributed processing system with multiple server computers connected via a network. The information processing device 2 provides content to the terminal device 1 for application P1 in response to the user's gameplay and outputs a response using a language model to the terminal device 1.
[0035] The information processing device 2 comprises a processing unit 20, a storage unit 21, and a communication unit 22. The processing unit 20 is one or more processors such as CPUs, MPUs, GPUs, or NPUs. The processing unit 20 includes memory such as temporary storage media such as SRAM or DRAM. The processing unit 20 reads the information processing program P2 stored in the storage unit 21 into memory and executes it, thereby causing a general-purpose computer to perform various processes described later, and to function as the information processing device 2 of this disclosure.
[0036] The storage unit 21 is a relatively large-capacity non-volatile storage medium (storage), such as an SSD or hard disk. The storage unit 21 stores the program (computer product) necessary for the processing unit 20 to execute processing, reference configuration data, and content to be presented to the terminal device 1. The computer product includes the information processing program P2 and the language model LM.
[0037] The computer products stored in the memory unit 21 may be computer products (information processing programs P8 or language models LM8) stored on a non-temporary storage medium 8 that is read from the computer, and stored in the memory unit 21 by the processing unit 20. The computer products may also be computer products that the processing unit 20 downloads from an external download server via the communication unit 22 and stores in the memory unit 21.
[0038] The language model LM may be provided to an external service. In this case, the language model LM is not stored in the storage unit 21, but is stored in the storage device of the external service. In this case, the processing unit 20 prompts the language model LM via the network N and obtains the output returned from the language model LM.
[0039] The memory unit 21 stores the handle name (nickname), progress data, skill level, and the amount of points, currency, etc. that the user can use in application P1, in association with the user ID issued to application P1 on terminal device 1. The memory unit 21 also stores the content that is displayed or output to the display unit 13 and audio output unit 14 of terminal device 1 based on application P1. The content includes screen data, sound effects, background music, etc.
[0040] The memory unit 21 stores content to be presented to the terminal device 1. The content includes 2D or 3D data of characters, scenario data, and content related to the game rules. The scenario data is data that describes the game situation and the actions of other players in a step-by-step manner, and is the same as the scenario data provided to the terminal device 1. Based on the scenario data, each player's hand cards, community cards, each player's stack, details of actions, etc. can be output according to the situation. The scenario data is the same as the data stored in the memory unit 11 of the terminal device 1, and as described above, parameters such as skill level, importance, street, and user characteristics are associated and stored. The memory unit 21 stores newly generated scenario data processed by the information processing device 2.
[0041] The communication unit 22 enables communication with the terminal device 1 via the network N. The communication unit 22 is, for example, a network card. The communication unit 22 may also be a wireless communication device that enables communication via a wireless communication medium such as a carrier network or a wireless LAN.
[0042] Figure 4 is an overview diagram of the language model LM. The language model LM includes a module that vectorizes input natural language text and encodes (abstracts) the vectorized data. The language model LM is a machine learning model trained to output natural language data using words with high probability of occurrence for the word set abstracted by the module. Various methods can be used for the language model LM algorithm, including Transformer. The language model LM may also be a large language model (LLM) such as GPT-4. In addition, the language model LM may employ BERT (Bidirectional Encoder Representations from Transformer), Gemini, Claude, etc., which are running on external servers.
[0043] The language model (LM) may be a multimodal model that accepts not only natural language input but also image data (video data) or audio data, or it may be a Visual Language Model (VLM). In this case, the language model (LM) includes modules that perform vector transformations on image data or audio data, encode (abstract) the vector-transformed data, and further perform processes such as identifying data of interest using a Vision Transformer or LayoutLM. The language model (LM) concatenates the data abstracted from the image data or audio data with the data obtained by vector transformation of natural language, and outputs the aforementioned language type data.
[0044] The processing in the game information presentation system 100 configured in this way will be explained with reference to a flowchart. Figures 5-7 are flowcharts showing an example of the processing procedure when a practice problem is selected. When the user launches the application P1 on terminal device 1, the processing unit 10 of terminal device 1 starts the following processing.
[0045] The processing unit 10 of the terminal device 1 refers to the user's player skill level and progress stored in the memory unit 11 based on the application P1 (step S101), and displays the main screen on the display unit 13 based on the referenced data (step S102).
[0046] The main screen includes interfaces for starting practice exercises, learning rules and theories, conversing with the AI about the game, and using a glossary or game score calculator (see Figures 9A-B, etc.). The main screen also includes a menu screen that enables various functions such as playing mini-games related to "poker" and browsing pages that provide information about "poker."
[0047] When the processing unit 10 receives a selection of an interface to start practice problems on the main screen displayed on the display unit 13 (step S103), it selects one scenario data from the scenario data stored in the memory unit 11 according to the user's skill level or characteristics, or according to the user's selection (step S104). Prior to step S104, the processing unit 10 identifies the situations that the user should practice in order to win at "poker," according to the progress made in step S123 (described later) and the user's characteristics identified in step S125, and selects scenario data corresponding to the importance, position, and street of the identified situations.
[0048] The processing unit 10 displays a play screen based on the scenario data selected in step S104, including the characters of the player corresponding to the user and other players, community cards, and the hand cards of the player corresponding to the user (step S105). The processing unit 10 advances the game on the play screen based on the scenario data (step S106). In step S106, the processing unit 10 changes the characters, cards revealed by the players, community cards, etc., according to the actions of players other than the user, such as betting, calling, raising, folding, checking, and going all-in.
[0049] When it is the player's turn corresponding to the user, the processing unit 10 outputs the user's next action options on the play screen (step S107). The options include fold, check, call, bet amount, etc. The processing unit 10 accepts the selection of an action from the options (step S108) and stores the selected action as a selection history, associating it with the practice problem (step S109).
[0050] The processing unit 10 displays the scoring result, including whether the selected action was correct or incorrect (step S110). The processing unit 10 displays an explanation screen, including an explanation of the action the user should take in order to win in the turn of step S107 in the selected scenario (step S111). In step S111, the processing unit 10 displays the explanatory text included in the scenario data on the explanation screen.
[0051] The "explanation" function described herein addresses technical challenges specific to incomplete information games. In poker, an incomplete information game, the number of factors to consider is enormous, making it difficult to convey information to the user in an understandable way simply by presenting it as is. In this disclosure, terminal device 1 presents an explanation according to an algorithm that extracts particularly important factors from this vast number of factors as the basis for decision-making in the given situation.
[0052] Specifically, the processing unit 10 extracts elements based on the following criteria. Current hand strength (equity); The potential for a powerful role to be completed on the streets in the future; Unique information obtained from cards held by the player corresponding to the user; and The right balance of action frequency for both strong and weak hands.
[0053] The processing unit 10 optimizes and displays explanatory text accompanying the scenario data based on extraction criteria, including the criteria described above. This helps the user understand "why that action is appropriate." The explanatory function disclosed herein does not merely display whether a quiz question is correct or incorrect, but rather organizes and presents decision-making elements unique to imperfect information games. This allows the user to acquire judgment criteria that can be applied not only to the current situation but also to different situations. As a result, users will be able to make appropriate strategic decisions in real-world environments, dramatically increasing learning efficiency.
[0054] The processing unit 10 outputs the equity strength of the user's hand cards in numbers and graphics on the currently displayed explanation screen (step S112). Along with the output in step S112, the processing unit 10 displays a list of candidate hand cards (2 cards) in a table format with the combinations of 2 cards arranged in a matrix (step S113), and highlights the cell corresponding to the user's hand cards with a thick border (step S114). The processing unit 10 outputs graphics indicating the recommended action in the turn of step S107 if the user holds each candidate hand card in the candidate list displayed in step S113 (step S115). In step S115, the processing unit 10 indicates the action using graphics such as cell color, shading, and patterns. If there are multiple recommended actions, they are indicated by different colors, patterns, etc. (see Figure 14). The processing unit 10 outputs graphics indicating the strength of each candidate hand card in the candidate list displayed in step S113 (step S116). In step S116, the processing unit 10 indicates the strength based on the size of the graphic output in step S115 (see Figure 13C). The processing unit 10 may also output the candidate list in a heatmap format.
[0055] The processing unit 10 displays a question screen on the currently displayed explanation screen that accepts user questions to the AI in natural language (step S117). In step S117, the processing unit 10 displays an input screen on the question screen that accepts natural language input along with candidate question sentences. The candidate question sentences are selectable, and when selected, the question sentence is reflected on the input screen. The processing unit 10 receives the question on the question screen (step S118) and sends the received question and the selected scenario data to the information processing device 2 (step S119). In step S119, the processing unit 10 may also send the history of the user's choices for the scenario. Since the scenario data is also stored in the information processing device 2, it may also send data that identifies the scenario data.
[0056] In response to the processing in step S119, the information processing device 2 receives the question and scenario data (step S201). In step S201, the processing unit 20 may also receive a history of the options selected by the user.
[0057] The processing unit 20 provides the language model LM with a prompt instructing it to respond to the question, along with the received question and scenario data (step S202). In step S202, the processing unit 20 may also specify the tone, personality, etc., in the prompt so that the response sentence is appropriate to the character setting of the lesson instructor.
[0058] In step S202, the processing unit 20, based on the scenario data, describes data indicating the situation in the "poker" game as a premise for game information in the prompt. For example, the processing unit 20 describes data such as 6 players, SB:50, BB:100, and the play order is [SB, BB, UTG, HJ, CO, BTN]. The processing unit 20 describes street information, street, board (community cards), other players' actions, pot, and stack data for the situation selected by the user. The processing unit 20 describes user information such as the user's position, hand cards, choices presented to the user, and the action selected by the user. In step S202, the processing unit 20 also describes items to be included in the explanatory text in the prompt. Specifically, the processing unit 20 may describe in the prompt that the correct action, the importance of the mistake, and the reason for the action must be included. The processing unit 20 also provides a prompt to specify the expression of the response.
[0059] In step S202, the processing unit 20 may acquire scenario data in advance and perform processing to output candidate question sentences related to the scenario and the situation in which choices are presented to the user to the language model LM. At this time, the processing unit 20 may, for example, provide the language model LM with a prompt that includes instructions to generate candidate question sentences that are concise, offer diverse perspectives, and are likely to interest the user, and then send the candidate question sentences to the terminal device 1.
[0060] The processing unit 20 obtains the response output from the language model LM (step S203). The response obtained in step S203 may include not only the response text but also image data related to the poker game. The processing unit 20 transmits the obtained response to the terminal device 1 (step S204).
[0061] The processing unit 10 of terminal device 1 receives the response to the question sent in step S119 (step S120) and outputs the received response to the question screen (step S121). The processing unit 10 may continue the processing in steps S117-S121 until the question screen is closed.
[0062] When the processing unit 10 receives an operation to close the question screen (step S122), it derives the user's progress on the practice problems based on the scoring result in step S110 and the selected scenario data (step S123), and stores the derived progress (step S124). Based on the stored selection history or scoring result, the processing unit 10 determines the user's characteristics (step S125). In step S125, the processing unit 10 aggregates statistics for each period on whether folds or calls are more frequent, and whether checks or bets or raises are more frequent, and determines whether the user is classified as passive, aggressive, loose, or tight based on the combination. Here, passive refers to a tendency to passively choose to call or check, and aggressive refers to a tendency to actively choose to bet or raise. Loose refers to a tendency to play with a wide range of hands, and tight refers to a tendency to play only with a limited number of strong hands. The processing unit 10 stores the determined characteristics in the storage unit 11 (step S126).
[0063] When the processing unit 10 receives a request to close the explanation screen (step S127), it closes the practice problem play screen (step S128), and displays a screen showing the progress derived in step S123, and a screen showing the user characteristics determined in step S125 (step S129). The processing unit 10 returns to step S102 and displays the main screen. The screen displayed in step S129 may be included in the main screen.
[0064] Until the application P1 is terminated, the processing unit 10 executes the processing steps shown in Figures 5-7 if the interface to start the practice problems is selected.
[0065] Figure 8 is a flowchart showing an example of the processing procedure when learning rules and theories is selected. When the user launches application P1 on terminal device 1, the processing unit 10 of terminal device 1 starts the following processing. Of the processing procedures shown in Figure 8, steps that are common with the processing procedures shown in Figures 5-7 are given the same step numbers and detailed explanations are omitted.
[0066] When the processing unit 10 receives a selection of an interface for a lesson on learning rules and theory on the main screen displayed on the display unit 13 (step S141), it selects scenario data for the rule and theory lesson from the scenario data stored in the memory unit 11 (step S142). In step S142, the processing unit 10 selects scenario data corresponding to the importance, position, and round corresponding to the lesson theme.
[0067] The processing unit 10 displays a play screen based on the scenario data selected in step S142, including the characters of the player corresponding to the user and other players, a community card, and the hand cards of the player corresponding to the user (step S143). The processing unit 10 advances the game on the play screen based on the scenario data (step S144). While the game is in progress, the processing unit 10 displays the lines of the character who is the lesson instructor on the play screen (step S145).
[0068] When the processing unit 10 finishes the progression of the selected lesson scenario and closes the play screen (step S146), it updates the user's progress (step S147). The processing unit 10 displays a screen showing the progress updated in step S147 (step S148), and then returns to step S102 to display the main screen. The screen displayed in step S148 may be included in the main screen.
[0069] The processing procedure shown in Figures 5-8 may be executed on either terminal device 1 or information processing device 2. Steps S201-S204 may also be executed on terminal device 1, or the graphic output in step S112, etc., may be drawn on information processing device 2 and displayed on terminal device 1.
[0070] The processing procedure shown in Figures 5-8 will be explained in detail with illustrations of screen examples. Figures 9A and 9B are explanatory diagrams showing an example of the main screen 130. Figure 9A shows the top of the main screen 130, and Figure 9B shows the bottom of the main screen 130. Figures 9A and 9B show the state of the main screen 130 before and after scrolling. The main screen 130 includes a menu screen 131. The menu screen 131 includes a home menu 301 for returning to the main screen 130, a lesson menu 302 for starting a lesson, a question menu 303 for receiving questions to the AI using the language model LM, a tools menu 304 including rules, a glossary, or a calculator, and a My Page menu 305 for editing user properties. The main screen 130 includes a banner 132 for playing practice problems. The main screen 130 shows the improvement level with bars and numbers. The main screen 130 shown in Figure 9A includes a screen showing action tendencies, which displays the user's characteristics on a map with mutually different actions as axes. This screen will be described later with reference to Figure 19. The main screen 130 shown in Figure 9B displays the results of analysis based on the user's practice problem play history (play trends, detailed and improvement suggestions, and a unique score calculated based on the correct answer rate in practice problems). The main screen 130 shown in Figure 9B further displays the play history for periods such as three weeks ago and two weeks ago, showing the menu items the user performed and distinguishing them by type (quiz, practice problem, lesson, etc.). The main screen 130 shown in Figure 9B includes a banner for checking the play history and a banner for extracting and performing only the practice problems that were answered incorrectly. The main screen 130 may also include a calendar that shows stamps indicating that practice has been performed, for each day. The main screen 130 may output various information such as gift notifications, a blog for the "poker" game, links to tournament registration information, and quizzes.
[0071] Figures 10-12 are explanatory diagrams showing an example of the play screen 133. The play screen 133 in Figure 10 is displayed when the banner 132 for starting the practice problems on the main screen 130 shown in Figures 9A and 9B is selected. When the banner 132 is selected, the processing unit 10 of the terminal device 1 recognizes that it has received a selection of the interface to start the practice problems, and executes the processes of steps S105-S116 shown in Figure 5, and displays the play screen 133.
[0072] As shown in Figure 10, the play screen 133 includes a play area 134 that displays icons 135 of six player characters, including the player corresponding to the user, around an image of a poker table. Around the icons 135, a status display section 137 showing each player's position and money, and objects 136 showing each player's hand cards are displayed. In the play area 134, in response to the actions of the characters corresponding to each player, the community cards and each player's hand cards are revealed sequentially in an animated manner.
[0073] The play screen 133 in Figure 11 shows a screen after more time has passed and the street has progressed compared to the play screen 133 in Figure 10. In the play area 134 of Figure 11, players who have chosen the fold action are shown in gray. The play area 134 of Figure 11 shows the scene after the player in position BTN has performed the "bet" action and the player in position SB has performed the "call" action. In the play screen 133 of Figure 11, during the turn of the player corresponding to the user, the user is asked "What will you do?" along with a list of options for the user's next action. Each option is shown as an icon 138 that the user can select on the control unit 15. In the screen of Figure 11, the user responds by selecting one of the five icons 138.
[0074] Figure 12 is an explanatory diagram showing an example of a play screen 133. The play screen 133 shown in Figure 12 is the screen that appears after one of the five icons 138 is selected in the play screen 133 of Figure 11. The play screen 133 of Figure 12 has a screen 139 that shows the scoring results, including whether the answer was correct or incorrect, superimposed on it. Screen 139 may be displayed as a semi-transparent layer that completely covers the play screen 133. In the example of screen 139 in Figure 12, because the action selected in the play screen 133 of Figure 11 was incorrect, the message "Try harder next time" is displayed, and a message indicating that checking or betting (amount (100%)) is a preferable move is also displayed.
[0075] As shown in Figure 12, by immediately outputting whether the user's chosen action in each situation is correct or incorrect while playing, the user can effectively identify their weaknesses.
[0076] Figures 13A and 13C are explanatory diagrams showing an example of the explanation screen 140. The explanation screen 140 in Figures 13A and 13C is displayed automatically after a certain amount of time has elapsed since the correct or incorrect answer screen shown in Figure 12 was displayed, or when the "Explanation" icon (not shown) is selected. Figure 13A shows the top of the explanation screen 140, Figure 13B shows the middle of the explanation screen 140, and Figure 13C shows the bottom of the explanation screen 140. Figures 13A and 13C show the state of the explanation screen 140 before and after scrolling. As shown in Figure 13A, the explanation screen 140 displays icons of playing cards indicating what the player's hand card and community card (a card revealed on the board) corresponding to the user were. The explanation screen 140 outputs the choices for this, which of the choices was the preferred hand (correct answer), and the text of the explanation. The explanation screen 140 displays the next explanation content when the user scrolls or turns the page, as shown in Figure 13A.
[0077] Figure 13C is the screen that appears when scrolling over the explanatory screen 140 shown in Figure 13B. As shown in Figure 13C, the explanatory screen 140 includes bar-shaped objects 141 that indicate the strength of the equity (winning probability) of the player's hand cards corresponding to the user in that game. The object 141 can be made easier to understand by changing its color according to its strength. Warmer colors may be used for stronger strengths.
[0078] The explanatory screen 140 shown in Figure 13C includes a table 142 that displays a list of hand card candidates in a matrix format. An enlarged view of table 142 is shown in the lower right of Figure 13C. In table 142, for each candidate, which is a combination of two cards, a frame 143 is superimposed with a thick line on the hand card of the player corresponding to the user in the candidate list to highlight it. In table 142, the suits of the cards are omitted, but "s" indicates a combination of cards of the same suit, and "o" indicates a combination of cards of different suits. In the example table 142 in Figure 13C, the combination of K and Q cards of the same suit, "KQs," is highlighted. In table 142, candidates with a certain level of equity are further indicated by being surrounded by a frame. In addition, in table 142, objects 144 are superimposed on the frame corresponding to each candidate, allowing the user to visually grasp the strength of the equity of each candidate hand card and the favorable actions for that turn if they hold that hand card. The equity strength of the candidate hand cards is indicated by the vertical height in the diagram of Object 144. In Figure 13C, for example, if the hand cards are A and Q cards of different suits, and the hand cards are A and Q cards of the same suit, the equity is naturally stronger when the hand cards are of the same suit, as indicated by the height of Object 144. Furthermore, the preferred action when holding the candidate hand cards is indicated by the color (pattern) of Object 144. In Figure 13C, for example, it is visually shown that raising is the preferred hand when the hand cards are A and Q cards of different suits, while calling is the preferred hand when the hand cards are A and Q cards of the same suit.
[0079] The format of object 144 in Table 142 shown in Figure 13C is not limited to this; it may also be represented by shades of gray in a heatmap-like manner, or by the color and thickness of numbers and letters indicating the type of card. Furthermore, object 144 may be in the form of a pie chart, with the size of the circles indicating equity, and preferred actions assigned to the pie chart.
[0080] From the list of candidates, you can select each candidate and see detailed information on how strong each combination is in combination with the community cards (board). Figure 14 is an explanatory diagram showing another example of the explanation screen 140. The detailed strategy screen 145 shown in Figure 14 is displayed superimposed on the explanation screen 140 when any candidate is selected in Table 142 of Figure 13C. The detailed strategy screen 145 shows the equity strength for each suit combination by the height in the diagram of object 144. In the example in Figure 14, the strength for each suit combination and the preferred hand for the case where the hand cards are T and T cards are shown in text. Note that in the example in Figure 14, the equity strength is not significantly affected by the suit combination.
[0081] As shown in Figures 13C and 14, the equity of the hand cards and the desirable actions can be visually and intuitively grasped by the user, allowing them to learn strategies in a way that closely resembles actual gameplay while understanding the numerical background. This has the unique effect of efficiently developing "judgment skills directly applicable to actual gameplay," which are difficult to obtain through conventional classroom learning.
[0082] Figure 15 is an explanatory diagram showing an example of the explanation screen 140. The explanation screen 140 in Figure 15 is displayed when the explanation screen 140 shown in Figure 13C is scrolled further. The explanation screen 140 includes an AI explanation banner 146 as an interface for explaining the user's choices in the action selection phase while receiving questions from the user in natural language. When the banner 146 is selected, the processing unit 10 executes the processes of steps S117-S121 shown in Figure 6.
[0083] Figure 16 is an explanatory diagram showing an example of the question screen 147. The question screen 147 in Figure 16 is displayed when the banner 146 in Figure 15 is selected. The question screen 147 is also displayed by the processing unit 10 when the question menu 303 in the main screen 130 shown in Figures 9A and 9B is selected. The question screen 147 includes an icon of a character that accepts questions. The question screen 147 includes an input screen 148 that accepts natural language input from the user. When text is entered into the input screen 148, the processing unit 10 of the terminal device 1 executes the process of accepting a question on the question screen 147 (S118). The question screen 147 includes a selectable banner 149 that shows candidate question sentences. Standard question sentences appropriate to the situation may be extracted by the processing unit 10 or the information processing device 2 and output as candidates. This makes it easier for users who don't know how to ask a question to ask one.
[0084] When a question is received on the question screen 147 shown in Figure 16, the question text is sent and received between the terminal device 1 and the information processing device 2, and the information processing device 2 outputs a response using the language model LM.
[0085] Figure 17 is an explanatory diagram showing an example of the question screen 147. The question screen 147 in Figure 17 is displayed when a question is entered in Figure 16. As shown in Figure 17, the question screen 147 displays the question entered by the user or the selected question, along with the response text 150, which appears as dialogue from a character. Once the text 150 is output, the input screen 148 is displayed, allowing the user to enter further questions.
[0086] Thus, by using the language model (LM), users can ask questions in natural language, and because these questions are processed on the premise that they relate to the practice problems, users can receive satisfactory answers. As a result, users can not only obtain answers to practice problems but also resolve their questions on the spot as they progress through their learning. Therefore, this has the unique effect of increasing motivation for continuous learning and enabling efficient acquisition of strategies. Furthermore, by presenting candidate questions that are aligned with the situations covered in the practice problems, the burden on the user is reduced, and the motivation to use the P1 app can be further enhanced.
[0087] Figure 18 is an explanatory diagram showing an example of the lesson screen 151. The lesson screen 151 shown in Figure 18 is displayed when the lesson menu 302 for starting a lesson is selected on the main screen 130 shown in Figures 9A and 9B. When the lesson menu 302 is selected, the processing unit 10 of the terminal device 1 accepts the selection of an interface for a lesson to learn rules and theories, and executes the processing from step S141 onwards shown in Figure 8, and displays the lesson screen 151.
[0088] Lesson screen 151, like play screen 133, includes a play area 152 surrounding an image of a poker table, displaying character icons for six players, including the player corresponding to the user. Similar to play area 134 on play screen 133, play area 152 displays an animation-like sequence in which community cards and each player's hand cards are revealed in accordance with the actions of the characters corresponding to each player. In lesson screen 151, as shown in Figure 18, instead of the user selecting options, dialogue from the commentary characters is displayed, and the reasons for each character's actions and related rules and theories are explained in accordance with the changes in the game board. However, lesson screen 151 could also employ a format where options are displayed to allow the user to confirm rules such as whether a player can bet, and the explanation proceeds with correct or incorrect answers depending on the selection.
[0089] Figure 19 is an explanatory diagram showing an example of the main screen 130. The main screen 130 in Figure 19 shows an example that is displayed after updating the user's progress after playing a practice problem or lesson. The main screen 130 in Figure 19 is an example that focuses on action trends, as shown in Figure 9A.
[0090] The main screen 130 in Figure 19 includes a characteristics screen 154 that displays the user's characteristics on a map with mutually different actions as axes, based on the history of choices made to the options corresponding to each scenario when the user plays practice problems or lessons. The characteristics screen 154 includes axes indicating whether the user tends to check more often or bet / raise more often, and axes indicating whether the user tends to call more often or fold more often. The processing unit 10 aggregates the history of actions taken by the user for each period and determines the user's characteristics by statistically calculating the ratio of opposing actions such as check / bet / raise and call / fold.
[0091] In the example in Figure 19, it is shown that a pattern of mostly checking and mostly calling corresponds to a "loose passive" type, while a pattern of mostly checking and mostly folding corresponds to a "tight passive" type. Furthermore, it is shown that a pattern of mostly betting and raising and mostly calling corresponds to a "loose aggressive" type, while a pattern of mostly betting and raising and mostly folding corresponds to a "tight aggressive" type. Here, the meaning of each type is as follows: Loose Passive: Plays hands in many situations, but tends to refrain from betting and raising, and often just calls. Tight Passive: This style involves playing only a limited number of strong hands, avoiding aggressive betting, and tending to fold more often. Loose Aggressive: Tends to play a wide range of hands and frequently bet or raise aggressively. Tight Aggressive: While they tend to play a limited number of hands, they are aggressive in betting or raising when they do participate in a game. Thus, the characteristic determination in this disclosure is not merely labeling, but is achieved through a technical means that statistically processes the user's action history and maps different behavioral tendencies on two axes. This allows even users unfamiliar with poker to intuitively understand their own tendencies using two-dimensional indicators such as "aggressiveness" and "hand breadth."
[0092] In Figure 19, the characteristics screen 154 displays markers on a map corresponding to characteristics determined based on the user's action selection history, categorized by aggregation period. The period-specific markers allow users to see how trends shift through learning, from the entire period to the most recent day.
[0093] The main screen 130 in Figure 19 includes an area 155 that displays characteristics determined based on the user's action selection history in text. Area 155 includes text outlining the characteristics, a detailed explanation, and an expandable / collapseable interface for displaying areas for improvement. Furthermore, area 155 includes a numerical score for the characteristics, allowing the user to intuitively understand their own tendencies. In some scenarios, there may be multiple correct answers, but if the user repeatedly makes biased choices (for example, selecting "Call" every time) in such scenarios, the processing unit 10 provides guidance on correcting the bias through its explanation function. This is because even if the answer is correct, continuing to make biased choices can allow other players to spot the habit, potentially putting the user at a disadvantage in actual gameplay. This function has the unique effect of allowing the user to correct unconscious strategic biases and acquire strategies that directly lead to an improved win rate in actual gameplay.
[0094] The main screen 130 in Figure 19 further includes an interface 156 for solving problems. When interface 156 is selected, the processing unit 10 outputs further problems to improve judgment, as shown in Figures 10 to 15, based on the user's history of action selections in various practice problems. Interface 156 may also include an interface for playing problems extracted from the user's history or only those that were answered incorrectly, as shown in Figure 9B. In this way, the user can not only receive explanations but also repeatedly reinforce their decision-making through new scenarios.
[0095] As described above, the game information presentation system 100 of this disclosure does not simply present explanations in text or video, but can provide information to improve game playing skills while giving the user an experience similar to playing an app game. Furthermore, as a modification of this disclosure, the system may be configured to focus only on the explanation function for the action selected by the user in the practice problem, and not display whether the action is correct or incorrect. In that case, the scoring result screen shown in Figure 12 can be omitted, and the screen display control can be performed to display only the explanation screen 140 shown in Figures 13A-13C. In addition, if the user wishes to check whether the answer is correct or incorrect, a confirmation button (not shown) may be provided on the terminal device 1, and the correct or incorrect answer may be displayed as a pop-up when the button is pressed.
[0096] As described above, this disclosure analyzes the user's action history, determines characteristics or corrects biases, and presents problems for improvement, thereby enabling the user to overcome learning challenges specific to incomplete information games, such as "diverse situations" and "situational dependence." This has the unique effect of enabling efficient and practical skill acquisition, which was difficult with conventional technologies. All embodiments disclosed herein are illustrative and not limiting. The scope of the present invention is defined by the claims and includes all modifications within the meaning and scope of the claims. [Explanation of Symbols]
[0097] 100 Game Information Display System 1 Terminal device 10 Processing Unit 13 Display section 130 Main screen 133 Gameplay screen P1 App (Computer Program) 2. Information Processing Device 20 Processing Units 21 Memory section P2 Information Processing Programs (Computer Programs) LM Language Model
Claims
1. Based on a scenario selected from multiple poker game scenarios, the scenario, including each player's actions, community cards, and the user's hand cards, is displayed on the terminal device screen as a practice problem for the user. Output the user's next action options in the displayed scenario. The screen displays an explanation screen that includes an explanation based on the user's handcard and an explanation based on at least one correct action from the choices. A computer program that instructs a computer to perform a process.
2. A screen will be displayed indicating whether the action selected from the above options is correct or incorrect. A computer program according to claim 1 that causes a computer to perform a process.
3. The explanation screen displays the equity strength of the user's hand cards in the scenario. A computer program according to claim 1 that causes a computer to perform a process.
4. The explanation screen displays a list of candidate hand cards, and highlights the user's hand card in the scenario on the candidate list. A computer program according to claim 1 that causes a computer to perform a process.
5. The aforementioned list of candidates will output a graphic showing the recommended action corresponding to each candidate's hand card. A computer program according to claim 4 that causes a computer to perform a process.
6. The aforementioned list of candidates will display graphics corresponding to the equity strength of each candidate. A computer program according to claim 4 or 5 that causes a computer to perform a process.
7. The aforementioned explanation screen displays a screen that accepts questions from the user in natural language, By providing the received question and the aforementioned scenario to the language model, a response corresponding to the question is output. A computer program according to any one of claims 1 to 4, which causes a computer to perform a process.
8. In a scenario where there are multiple correct actions among the aforementioned choices, if the user repeatedly selects a biased set of correct answers, the explanation screen will display guidance regarding that bias. A computer program according to claim 1 that causes a computer to perform a process.
9. Based on a scenario selected from multiple poker game scenarios, the scenario, including each player's actions, community cards, and the user's hand cards, is displayed on the screen of the terminal device used by the user as a practice exercise for the user. Output the user's next action options in the displayed scenario. Display an explanation screen that includes an explanation based on the user's handcard and an explanation based on the action of at least one correct answer among the choices. A game information processing device equipped with a processing unit that performs processing.
10. Computers Based on a scenario selected from multiple poker game scenarios, the scenario, including each player's actions, community cards, and the user's hand cards, is displayed on the screen of the terminal device used by the user as a practice exercise for the user. Output the user's next action options in the displayed scenario. Display an explanation screen that includes an explanation based on the user's handcard and an explanation based on the action of at least one correct answer among the choices. Game information processing methods.
11. Based on a scenario selected from multiple scenarios in a poker game, a scenario including each player's actions, community cards, and the user's hand cards is displayed on the screen of the terminal device as a practice problem for the user. Output the user's next action options in the displayed scenario. The user's action selected from the above options is accepted. A screen is displayed that accepts questions from users in natural language. By providing the language model with a prompt that includes the received question, each player's actions, community cards, the user's hand card, and the actions received from the user, the system outputs a response corresponding to the question. A computer program that instructs a computer to perform a process.
12. Based on a scenario selected from multiple scenarios in a poker game, a scenario including each player's actions, community cards, and the user's hand cards is displayed on the screen of the terminal device as a practice problem for the user. Output the user's next action options in the displayed scenario. The user's action selected from the above options is accepted. The system provides guidance regarding the bias in the user's choices, and displays a map in which the characteristics based on the user's choice history are plotted on mutually different action axes. A computer program that instructs a computer to perform a process.
Citation Information
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