Program, probability correction method, and information processing device.
By correcting displayed probabilities with a mechanism that adjusts processing probabilities based on player expectations, the stress caused by probability bias in games is mitigated, enhancing the gaming experience.
Patent Information
- Application Number
- JP2022207094
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-23
- Publication Date
- 2026-08-26
- Estimated Expiration
- 2042-12-23
AI Technical Summary
In games where probabilities are displayed on the screen, probability bias can cause stress to players when the statistical probability diverges from the mathematical probability, especially when the number of trials is low, leading to unfavorable outcomes.
A mechanism is implemented to correct the displayed probabilities by adjusting the processing probabilities using a correction value based on the player's expectations, ensuring that the actual probabilities align more closely with the perceived probabilities, thereby reducing stress.
This mechanism reduces player stress by aligning displayed probabilities with actual probabilities, providing a more favorable experience by adjusting the success or failure rates based on player expectations.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, a probability correction method, and an information processing apparatus.
Background Art
[0002] In games using an information processing apparatus, a technique of displaying the probability used in game processing on the game screen and conveying it to the player has been conventionally known. For example, in Patent Document 1, in a network game in which an attempt can be made to capture an enemy character, a technique of visually displaying the capture success rate and conveying the capture success rate to the user in real time based on the fluctuation of the capture success rate is described.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] When the number of trials of a certain event is small, there may be a bias (probability bias). The probability bias means that the statistical probability does not match the mathematical probability. Note that the more the number of trials of the probability of a certain event is increased, the closer the statistical probability and the mathematical probability become.
[0005] For example, in game processing, the number of trials of probability is small, and the probability such as the success rate displayed on the game screen may be different from the impression of the probability felt by the player. In games where the probability is displayed on the game screen, since the player can recognize the probability, if the probability bias occurs in a direction disadvantageous to the player, there is a problem that it gives stress to the player.
[0006] This disclosure aims to provide a new mechanism for suppressing player stress caused by probability bias in games that display probabilities on the game screen. [Means for solving the problem]
[0007] One aspect of this disclosure is a program for causing an information processing device to execute a display procedure for displaying probabilities on a game screen, and an execution procedure for executing game processing with processing probabilities corresponding to the display probabilities. [Effects of the Invention]
[0008] From one perspective, in games that display probabilities on the game screen, this can provide a new mechanism to suppress player stress caused by bias in probabilities. [Brief explanation of the drawing]
[0009] [Figure 1] This is a diagram illustrating an example of an information processing system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of the information processing device according to this embodiment. [Figure 3] This figure shows an example of the functional configuration of an information processing device. [Figure 4] This is a diagram illustrating an example of a probability table configuration. [Figure 5] This is an illustrative image of an example of a game screen according to this embodiment. [Figure 6] This is a flowchart illustrating an example of the processing performed by the information processing device according to this embodiment. [Figure 7] This is a diagram illustrating an example of a probability table configuration. [Modes for carrying out the invention]
[0010] The following describes the forms for implementing this disclosure with reference to the drawings.
[0011] [First Embodiment] [System Configuration] First, a system configuration according to one embodiment will be described with reference to Figure 1. Figure 1 is a configuration diagram of an example of an information processing system according to this embodiment. The information processing system according to one embodiment is configured as shown in Figure 1(A) or Figure 1(B), for example. Figure 1(A) is an example of an information processing system configured by an information processing device 10. Figure 1(B) is an example of an information processing system in which the information processing device 10 and a server device 14 are connected to each other via a network 18 so as to be able to communicate.
[0012] The information processing device 10 in Figure 1(A) is a computer. The information processing device 10 in Figure 1(A) receives input from the player via a touch panel, controller, keyboard, or mouse, performs information processing according to the input, and outputs the results as images and sounds.
[0013] Furthermore, the information processing device 10 and server device 14 in Figure 1(B) are computers similar to those in Figure 1(A). The server device 14 sends and receives data with the information processing device 10, and the information processing device 10 performs information processing in accordance with the operation received from the player and provides the execution results to the information processing device 10. The information processing device 10 outputs the execution results provided by the server device 14 in the form of images and sound, etc.
[0014] The server device 14 may be implemented using a cloud computer. Note that the number of server devices 14 shown in Figure 1(B) is not limited to one; two or more may be used for distributed processing. The server device 14 may be used for tasks such as downloading programs (applications) to the information processing device 10, player login processing, or managing various databases. Note that the system configuration in Figure 1 is just one example.
[0015] The information processing system shown in Figure 1 is, for example, a game system, a social networking service system, or a metaverse system. This embodiment is an information processing system that utilizes some kind of probability in its processing and is applicable to various information processing systems that display that probability on a screen.
[0016] For example, the information processing system of FIG. 1 is applicable to a game system that displays the probability such as the success rate or failure rate of an attack or defense on a game screen of a battle game in which player characters and non-player characters are displayed and made to battle. A player character is a display object operated by a player. A non-player character is a display object operated by a computer.
[0017] [Hardware Configuration] The information processing apparatus 10 according to the present embodiment is configured as shown in FIG. 2, for example. Since the configuration of the server apparatus 14 is the same as that of the information processing apparatus 10, the description thereof is omitted. FIG. 2 is a diagram showing an example of the hardware configuration of the information processing apparatus according to the present embodiment.
[0018] The information processing apparatus 10 in FIG. 2 includes, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing apparatus 10 according to a program. The storage device 102 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or a SSD (Solid State Drive). The storage device 102 stores programs and data to be executed by the CPU 100.
[0019] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touch pad, a controller, a mouse, a keyboard, a camera, or a microphone. Also, the output device 108 is an output device such as a display or a speaker. The touch panel is realized by combining a touch pad, which is an example of the input device 106, and a display, which is an example of the output device 108. The hardware configuration in FIG. 2 is an example. For example, the information processing device 10 may be a smartphone, a portable game console, a personal computer, a workstation, a tablet terminal, a home game device, a business game device, or the like. Also, the information processing device 10 may have a graphics processing unit (GPU) and a digital sound processor (DSP).
[0020] [Functional Configuration] Hereinafter, an example in which the information processing device 10 shown in FIG. 1(A) performs processing related to a game will be described, but the information processing device 10 shown in FIG. 1(B) and the server device 14 may cooperate to perform processing related to a game. FIG. 3 illustrates an example of a battle game.
[0021] FIG. 3 is a diagram showing an example of the functional configuration of an information processing device. The information processing device 10 shown in FIG. 3 has a configuration including a control unit 20, an operation reception unit 22, an output control unit 24, a communication unit 26, and a storage unit 28.
[0022] The storage unit 28 in FIG. 3 stores a program 40, character information 42, and a probability table 44. The program 40 causes the information processing device 10 to execute processing related to a game as described later. The character information is information related to player characters and non-player characters to be battled in a battle game.
[0023] For example, character information includes image data for displaying player and non-player characters on the game screen, and ability information for player and non-player characters necessary for battles. Ability information includes, for example, information on the hit points, hit rate, evasion rate, and usable techniques of player and non-player characters.
[0024] The probability table 44 stores, for example, the probability (success rate) of an action by a player character or non-player character, associating it with a success rate for display and a success rate for processing, as described later. The probability table 44 may also store, for example, the probability (failure rate) of an action by a player character or non-player character, associating it with a failure rate for display and a failure rate for processing. The success rate or failure rate is an example of a probability to be displayed on the game screen. For example, the success rate could be the probability of an attack hitting, the probability of an attack being dodged, or the probability of an attack being activated. The failure rate could be the probability of an attack missing, the probability of an attack not being dodged, or the probability of an attack not being activated. The success rate could also be the probability of item synthesis succeeding, the probability of status enhancement succeeding, or the probability of an additional skill being activated. The failure rate could also be the probability of item synthesis failing, the probability of status enhancement failing, or the probability of an additional skill not being activated. The memory unit 28 may be implemented by the memory device 102, or by a memory device connected to the communication unit 26 for communication.
[0025] The control unit 20 controls the entire information processing device 10. The control unit 20 is realized when the CPU 100 executes the processing described in the program 40. The control unit 20 has a configuration that includes a game control unit 50, a screen generation unit 52, and an execution control unit 54.
[0026] The game control unit 50 performs overall control over the game. The screen generation unit 52 generates the game screen. The game screen generated by the screen generation unit 52 displays the success rate or failure rate for the actions of the player character and non-player character. For example, the screen generation unit 52 generates the game screen so that the success rate or failure rate for the techniques that can be selected as actions for the player character and non-player character is displayed. The game screen generated by the screen generation unit 52 represents a virtual game space. The virtual game space may be a two-dimensional space or a three-dimensional space.
[0027] The execution control unit 54 executes game processing using a processing success rate or failure rate that has been corrected from the success rate or failure rate for displaying the player character's actions. Game processing is, for example, the process of making the player character and non-player character in the game perform actions such as attacking or dodging. For example, the execution control unit 54 does not use the success rate or failure rate for displaying the actions of the selected player character and non-player character, but rather uses a processing probability that corresponds to the success rate or failure rate for displaying those actions to determine whether the player character and non-player character can perform the action or not.
[0028] The operation reception unit 22 receives various operations from the player to the input device 106. The output control unit 24 outputs various game screens and game sounds to the output device 108 according to the control unit 20.
[0029] The operation reception unit 22 is realized by the CPU 100 controlling the input device 106 according to the program 40. The output control unit 24 is realized by the CPU 100 controlling the output device 108 according to the program 40. Various player operations on the input device 106 refer to operations performed by the player on the operation reception unit 22 in order to have the CPU 100 execute processing. The output control unit 24 outputs various game screens and game sounds according to the control unit 20. The communication unit 26 communicates via the network 18, etc. The communication unit 26 is realized by the CPU 100 executing the program 40 and controlling the communication device 104.
[0030] First, we will explain an example of executing game processing using a success rate that has been corrected for the success rate used to display the player character's actions.
[0031] Figure 4 is a diagram illustrating an example of a probability table configuration. As shown in Figure 4(A), the probability table has items for display success rate, correction value, and processing success rate. The display success rate is the success rate displayed on the game screen and is the success rate recognized by the player. The correction value is a value used to correct the display success rate. The processing success rate is the success rate obtained by correcting the display success rate with the correction value and is the success rate used in game processing. For example, the probability table stores 101 display success rates, each associated with a processing success rate, in increments of "1%". Note that the probability table in Figure 4(A) may also have a configuration that omits the correction value, or it may omit the processing success rate and calculate the processing success rate from the display success rate and correction value.
[0032] Figure 4(B) shows the relationship between the success rate for display and the success rate for processing. The dotted line in Figure 4(B) represents the success rate for display. The solid line in Figure 4(B) represents the success rate for processing. The processing success rate shown as a solid line in Figure 4(B) is the value obtained by correcting the display success rate shown as a dotted line in Figure 4(B) with a correction value.
[0033] As shown in Figure 4(B), the success rate for processing is corrected to increase at least a portion of the success rate for display by a correction value. Also, as shown in Figure 4(B), the success rate for processing uses the display success rate, which is lower than a predetermined value, as is (with a correction value of "0").
[0034] The success rates for display and processing shown in Figure 4(B) are set to address the following problems. Players predict the outcome of the lottery regarding whether their character's actions are possible or not based on the success rate displayed on the game screen. For example, if the displayed success rate is high, the player's expectations for the lottery result will be high. In such cases, if the lottery result is unfavorable to the player due to a bias in probability, the stress the player experiences will increase.
[0035] Therefore, in this embodiment, the success rate for processing, which is calculated by adding a correction value to the success rate for display, which is the success rate for display, that the player has high expectations for regarding the lottery result, is used to determine whether or not the player character can take action, thereby suppressing the stress felt by the player.
[0036] Furthermore, if the displayed success rate is low, players will have lower expectations regarding the lottery results. In such cases, players are prepared for the possibility that the lottery results will be unfavorable to them, so even if the results are unfavorable to them due to a bias in probability, the stress they feel will be less.
[0037] Therefore, in this embodiment, for display success rates that are lower than a predetermined value and where the player's expectations for the lottery result are low, the lottery to determine whether or not the player character can take action is performed using a processing success rate that does not include the correction value. The predetermined value for determining whether or not to add the correction value can be determined by considering the player's expectations for the lottery result.
[0038] Thus, in this embodiment, the processing success rate is not uniformly calculated by adding a correction value to the displayed success rate. Instead, the processing success rate is increased to at least some of the values where the correction value should be added, taking into account the player's expectations regarding the lottery result. For example, the correction value is set so that the processing success rate corresponding to a displayed success rate of "100% to 80%" becomes approximately "100% to 90%". Also, the correction value is set so that the processing success rate corresponding to a displayed success rate of "80% to 60%" becomes approximately "90% to 70%". Furthermore, the correction value is set so that the processing success rate corresponding to a displayed success rate of "60% to 40%" becomes approximately "70% to 50%". Note that the correction value is set so that the processing success rate corresponding to a displayed success rate of "25% or less" is not corrected from the displayed success rate.
[0039] In this embodiment, for example, if the displayed success rate is "80%", the player has a high expectation that the lottery result will be successful, so the processing success rate can be adjusted to around "90%". If the displayed success rate is "25% or less", the player does not have a high expectation that the lottery result will be successful, so the processing success rate is not adjusted.
[0040] Furthermore, the addition of the correction value using the probability table in Figure 4 may be performed, for example, in a competitive game where a player character and a non-player character compete, using a corrected success rate for processing when determining whether the player character's actions are possible or not, and using an uncorrected success rate (display success rate) when determining whether the non-player character's actions are possible or not.
[0041] Furthermore, the addition of the correction value using the probability table in Figure 4 can be applied in a competitive game where, for example, two player characters compete against each other. In this case, the lottery to determine whether or not both player characters can act may be performed using an uncorrected success rate for processing (a success rate for display), or the lottery to determine whether or not both player characters can act may be performed using a corrected success rate for processing.
[0042] [process] The following describes the processing of the information processing system according to this embodiment. Here, we will describe an example of a competitive game in which player characters and non-player characters are displayed on a game screen as shown in Figure 5 and used for battle.
[0043] Figure 5 is an illustrative image of an example of a game screen according to this embodiment. The game screen 1000 displays a player character 1002, a non-player character 1004, an action selection field 1006 for player character 1002, and an action selection field 1008 for non-player character 1004. The game screen 1000 also displays a success rate 1010 for player character 1002 and a success rate 1012 for non-player character 1004.
[0044] The player can select the action they want player character 1002 to perform from the action selection field 1006. The displayed success rate 1010 for player character 1002 is the displayed success rate for the action currently selected in the action selection field 1006. The player can select the action they want player character 1002 to perform from the action selection field 1006 while checking the displayed success rate 1010 for player character 1002.
[0045] The displayed success rate may be determined from the action selected in the action selection field 1006, or it may be determined by taking into account the ability information of the player character 1002 and the non-player character 1004.
[0046] The computer can select an action from the action selection field 1008 that it wants the non-player character 1004 to perform. The displayed success rate 1012 for the non-player character 1004 is the displayed success rate for the action selected in the action selection field 1008. The displayed success rate may be determined from the action selected in the action selection field 1008, or it may be determined by taking into account the ability information of the player character 1002 and the non-player character 1004.
[0047] The information processing device 10 executes the processing of the probability correction method according to this embodiment in a procedure such as that shown in Figure 6. Figure 6 is a flowchart of an example of the processing of the information processing device according to this embodiment.
[0048] In step S100, the information processing device 10 reads information such as character information 42 necessary for generating the game screen 1000 shown in Figure 5 from the storage unit 28 and generates image data of the game screen 1000. In step S102, the information processing device 10 performs display control according to the image data generated in step S100 and displays the game screen 1000 on the output device 108.
[0049] By checking the displayed success rate 1010 on the game screen 1000, the player can specify the action they want the player character 1002 to perform, while considering the possibility that the action currently selected in the action selection field 1006 will be performed by lottery. Note that the operations that the game screen 1000 accepts from the player include operations other than those that utilize the success rate.
[0050] In step S104, the information processing device 10 determines whether or not it has received an operation from the player. If it has not received an operation from the player, the information processing device 10 proceeds to step S114. If it has received an operation from the player, the information processing device 10 proceeds to step S106.
[0051] In step S106, the information processing device 10 determines whether the operation received from the player is an operation that utilizes a success rate. For example, the operation in which the player specifies the action they want the player character 1002 to perform from the action selection field 1006 is an example of an operation that utilizes a success rate. If the operation does not utilize a success rate, the information processing device 10 proceeds to the process in step S108. In step S108, the information processing device 10 executes the processing corresponding to the operation that does not utilize a success rate and proceeds to the process in step S114.
[0052] On the other hand, if it is determined in step S106 that the operation will utilize the success rate, the information processing device 10 proceeds to step S110. In step S110, the information processing device 10 obtains from the probability table 44 a success rate for processing that corresponds to the success rate 1010 for displaying the action specified by the player from the action selection field 1006.
[0053] For example, in the case of the game screen 1000 in Figure 5, the information processing device 10 obtains a processing success rate of, for example, "97%", which is an increase from the display success rate of "90%". The processing success rate obtained in step S110 is corrected so that it is higher than the display success rate 1010 in the range where the player's expectations for the lottery result are high.
[0054] The process proceeds to step S112, where the information processing device 10 executes processing in response to the player's actions on the game screen 1000, using the processing success rate associated with the display success rate 1010, rather than the display success rate 1010 recognized by the player. For example, the information processing device 10 performs a lottery to determine whether an action specified by the player from the action selection field 1006 is possible or not, using the processing success rate associated with the display success rate 1010, rather than the display success rate 1010.
[0055] Thus, in this embodiment, a processing success rate can be used that is corrected to be higher than the displayed success rate 1010 in the range where the player's expectations for the lottery result are high. Therefore, the player can perform the lottery with a more favorable probability than the displayed success rate 1010 confirmed on the game screen 1000, and the stress the player feels regarding the lottery result can be reduced.
[0056] The process proceeds to step S114, where the information processing device 10 determines if the game has ended. If the game has not ended, the information processing device 10 returns to the process in step S100 and continues the process shown in the flowchart in Figure 6. If the game has ended, the information processing device 10 terminates the process shown in the flowchart in Figure 6.
[0057] According to this embodiment, a new mechanism can be provided to suppress player stress caused by bias in probabilities in games that display probabilities on the game screen.
[0058] [Other embodiments] The probability table in Figure 4 is just one example; for example, as shown in Figure 7, a configuration may be used where the success rate for display and the success rate for processing are associated for each type of action. According to the probability table shown in Figure 7, for each type of action that accepts input from the player, the relationship between the success rate for display and the success rate for processing, as shown in Figure 4(B), can be stored.
[0059] Furthermore, the addition of correction values using the probability tables in Figure 4 or Figure 7 may or may not be applied depending on the player's level. For example, the addition of correction values using the probability tables in Figure 4 or Figure 7 may be applied to novice players but not to veteran players.
[0060] Furthermore, the addition of correction values using the probability tables in Figure 4 or Figure 7 may or may not be performed depending on the difficulty of the game. In addition, the addition of correction values using the probability tables in Figure 4 or Figure 7 may or may not be performed depending on the elapsed time in the game, such as performing it towards the end of the game instead of at the beginning.
[0061] Furthermore, the probability tables in Figure 4 or Figure 7 are merely examples, and may be probability tables that reduce the failure rate using correction values. In the case of a probability table that reduces the failure rate, it will have "display failure rate" and "processing failure rate" as items. The display failure rate is the failure rate displayed on the game screen and is the failure rate that the player is aware of. The processing failure rate is the failure rate obtained by correcting the display failure rate with correction values and is the failure rate used in game processing.
[0062] The failure rate used for processing is corrected to reduce at least a portion of the failure rate used for display by a correction value. Furthermore, the failure rate used for processing is the same as the failure rate used for display, even if it is higher than a predetermined value.
[0063] Players predict the outcome of a lottery regarding whether their character's actions are possible or not based on the failure rate displayed on the game screen. For example, if the displayed failure rate is low, players have higher expectations for the lottery result. In such cases, if the lottery result is unfavorable to the player due to a bias in probability, the player will experience greater stress.
[0064] Therefore, in this embodiment, the failure rate for display, which is the failure rate for display, is reduced by a correction value to determine whether the player character can perform an action. This reduces the stress felt by the player.
[0065] Thus, in this embodiment, the processing failure rate is not uniformly reduced by a correction value relative to the display failure rate. Instead, the processing failure rate is reduced by considering the player's expectations regarding the lottery result, and the correction value is reduced for at least some of the processing failure rates that should have their correction value reduced. For example, the correction value is set so that the processing failure rate corresponding to the display failure rate of "0% to 20%" is approximately "0% to 10%". Also, the correction value is set so that the processing failure rate corresponding to the display failure rate of "20% to 40%" is approximately "10% to 30%". Furthermore, the correction value is set so that the processing failure rate corresponding to the display failure rate of "40% to 60%" is approximately "30% to 50%". Note that the correction value is set so that the processing failure rate corresponding to the display failure rate of "75% or higher" is not corrected from the display failure rate.
[0066] The information processing device 10 and server device 14 of the disclosed embodiment should be considered illustrative and not restrictive. The above embodiment can be modified and improved in various ways without departing from the scope and spirit of the appended claims. Furthermore, the matters described in the above-described embodiments can be configured in other ways and combined in a non-consistent manner. [Explanation of symbols]
[0067] 10 Information Processing Devices 14 Server Devices 18 Network 20 Control Unit 44 Probability Tables 50 Game Control Unit 52 Screen generation section 54 Execution Control Unit 1000 game screens 1002 Player Characters 1004 Non-Player Characters Success rate for displaying 1010 and 1012
Claims
1. In an information processing device, In a game where a player character and a non-player character compete, the display procedure for displaying the probabilities for the player character and the probabilities for the non-player character on the game screen. An execution procedure for executing game processing with a processing probability corresponding to the display probability, wherein the game processing for the player character is executed with a processing probability obtained by correcting the display probability of the player character, and the game processing for the non-player character is executed using the display probability of the non-player character as is for the processing probability, A program to execute.
2. The aforementioned probability for display and the aforementioned probability for processing are the success rates of actions within the game, The program according to claim 1, wherein the execution procedure involves executing the game process with a success rate for processing that has been corrected to increase the success rate for display in some or all of the ranges of the success rate for display.
3. The execution procedure retrieves the success rate for processing that corresponds to the success rate for display from a success rate table that stores the success rate for display and the success rate for processing in association. The program according to claim 2.
4. The execution procedure uses the success rate for display that is lower than a predetermined value as the probability for the process. The program according to claim 2.
5. The aforementioned probability for display and the aforementioned probability for processing are the failure rates of actions within the game, The program according to claim 1, wherein the execution procedure executes the game processing with a processing failure rate that has been corrected to reduce the display failure rate in some or all of the ranges of the display failure rate.
6. Information processing device, In a game in which a player character and a non-player character compete, the display step includes displaying the display probabilities for the player character and the display probabilities for the non-player character on the game screen, An execution step of executing game processing with a processing probability corresponding to the display probability, wherein the game processing of the player character is executed with a processing probability obtained by correcting the display probability of the player character, and the game processing of the non-player character is executed with the display probability of the non-player character as is, as the processing probability; A probability correction method for performing this action.
7. A screen generation unit configured to display the probabilities for displaying the player character and the probabilities for displaying the non-player character on the game screen in a game in which a player character and a non-player character compete, An execution control unit configured to execute game processing with a processing probability corresponding to the display probability, wherein the execution control unit is configured to execute game processing for the player character with a processing probability obtained by correcting the display probability of the player character, and to execute game processing for the non-player character using the display probability of the non-player character as is for processing, An information processing device having
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