Programs and Information Processing Systems

JP7912106B1Active Publication Date: 2026-08-27COLOPL
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Patent Information

Application Number
JP2025055136
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2026-08-27
Estimated Expiration
2045-03-28

AI Technical Summary

Benefits of technology

【0007】 本開示によれば、利便性を向上させることができる。

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Abstract

To improve user convenience by providing users with opportunities to obtain game media that suit their preferences and desires. [Solution] The program causes the computer to regenerate the game medium by changing the target element, which is a component of the game medium generated using artificial intelligence, and which is a component other than a predetermined component related to a specific performance.
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Description

Technical Field

[0001] The present disclosure relates to programs and information processing systems.

Background Art

[0002] Conventionally, games that progress using game media such as cards are known. Patent Document 1 discloses a program that can progress a game based on the result of a battle using cards provided to a user in a virtual space.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The present disclosure aims to improve convenience.

Means for Solving the Problems

[0005] A program according to an embodiment shown in the present disclosure causes a computer to re-generate the game medium in which a target element, which is a component of the game medium generated using artificial intelligence and is a component other than a predetermined component related to specific performance, is changed.

[0006] An information processing system according to an embodiment shown in the present disclosure is an information processing system including one or more information processing devices, and re-generates the game medium in which a target element, which is a component of the game medium generated using artificial intelligence and is a component other than a predetermined component related to specific performance, is changed.

Effects of the Invention

[0007] According to this disclosure, convenience can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a diagram showing the configuration of an information processing system according to an embodiment of this disclosure. [Figure 2] Figure 2 is a block diagram showing the configuration of a server according to an embodiment of this disclosure. [Figure 3] Figure 3 shows an example of a gameplay screen controlled by the control unit shown in Figure 2. [Figure 4] Figure 4 is a flowchart showing the flow of game media generation by the game media generation unit shown in Figure 2. [Figure 5] Figure 5 shows the changes in the gameplay screen displayed on the terminal shown in Figure 1 during the creation of the game medium. [Figure 6] Figure 6 shows the changes in the gameplay screen displayed on the terminal shown in Figure 1 when the game medium is regenerated. [Modes for carrying out the invention]

[0009] The embodiments of this technical concept will be described in detail below with reference to the drawings. In the following description, identical parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions of them will not be repeated.

[0010] <Configuration of the information processing system> Figure 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Figure 1, the information processing system 1 includes a terminal 10 used by a user and a server (computer) 20, and these devices are connected to each other so as to be able to communicate with each other via a network 13.

[0011] Terminal 10 can be a smartphone, tablet, phablet, or PC (Personal Computer). Terminal 10 may be a portable device or a stationary device. When terminal 10 is operated by the user, game-related data is sent and received between the server 20 and terminal 10. This allows the user to play the game.

[0012] Server 20 manages various game-related data for each user playing the game, and sends images, audio, text, and other data to terminal 10 according to each user's game progress.

[0013] <Server Configuration> Figure 2 is a block diagram showing the configuration of a server 20 according to the present disclosure. The server 20 comprises a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.

[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for the game play screen, the communication unit 21 transmits the screen data to the terminal 10. Also, when the communication unit 21 receives operation information from the terminal 10 indicating the user's actions on the terminal 10, it outputs the operation information to the control unit 22.

[0015] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or flash memory. Specifically, the storage unit 23 stores programs 41, game information 42, and user information 43, etc.

[0016] Program 41 is a program for server 20 to execute various processes. Game information 42 includes information used to generate the play screen, and object information such as characters that can be used in the game. User information 43 includes information about users who play the game, such as identification information for each terminal 10 and identification information for each user.

[0017] The memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). Various data generated along with the operation of the control unit 22 are temporarily stored in the memory 24. For example, information regarding various game media such as one or more cards and items held for each user is stored in the memory 24.

[0018] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), a MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). By operating according to the program 41, the control unit 22 functions as a game progress unit 31 and a game medium generation unit 32. Hereinafter, the details of the control unit 22 will be described.

[0019] <Details of the control unit> [Overview of the game] Based on the operation information from the terminal 10 received via the communication unit 21, the game progress unit 31 performs various processes related to the progress of the game. For example, the game progress unit 31 moves the character operated by the user (hereinafter referred to as the "user character"), progresses events in the game, generates and controls objects such as other characters and buildings appearing in the game, and generates screen data of the play screen.

[0020] FIG. 3 is a diagram showing an example of a play screen of a game advanced by the control unit 22 shown in FIG. 2. When the game starts, as shown in FIG. 3, for example, a play screen G1 from the first-person perspective of the user character is displayed on the display of the terminal 10 shown in FIG. 1.

[0021] Furthermore, the game progress unit 31 (see Figure 2) stores a history of actions selected by the user in the game (hereinafter simply referred to as "action history") in the memory 24 based on the operation information received from the terminal 10. The action history includes, for example, the content of conversations between the user character and other characters, enemy characters that the user character fought against, items acquired by the user character, and the path taken by the user character.

[0022] The game medium generation unit 32 generates game medium using artificial intelligence when predetermined conditions within the game are met. These predetermined conditions include, for example, the user character encountering a specific character in the game.

[0023] More specifically, as shown in Figure 3, the play screen G1 displays a count value 51 until the predetermined conditions are met. In the example shown in Figure 3, "3 / 7" is displayed, where the number "3" on the left is the count value 51, and the number "7" on the right is the upper limit of the count 52. Near the count value 51, a figure 53 is displayed showing the ratio of the count value 51 to the upper limit 52.

[0024] The count value of 51 changes depending on the user's actions in the game. For example, if the user defeats an enemy character or changes the area the user character is moving in, the conditions for changing the count value of 51 are met and the count value of 51 increases.

[0025] Then, when the count value 51 reaches the upper limit value 52, a predetermined condition is met, and for example, the specific character mentioned above appears on the play screen G1. In this case, the game medium is generated by the game medium generation unit 32 shown in Figure 2.

[0026] [Generating game media] Figure 4 is a flowchart showing the flow of game media generation by the game media generation unit 32 shown in Figure 2. Figure 5 is a diagram showing the changes in the play screen displayed on the terminal 10 shown in Figure 1 during game media generation.

[0027] Referring to Figures 4 and 5, first, assume that the count value 51 (see Figure 3) mentioned above has reached the upper limit value 52 and the predetermined conditions have been met (step S11). In this case, the game medium generation unit 32 generates a prompt based on the action history stored in memory 24 and inputs the generated prompt to the artificial intelligence (step S12).

[0028] The artificial intelligence then generates game materials according to the input prompts. Here, we describe an example where cards used in a game are generated as game materials. For example, the artificial intelligence determines the name of the card, and then, based on the determined name, determines the card's parameters such as HP (Hit Points), attack power, defense power, and speed (step S13).

[0029] As an example, in the play screen G21 shown in Figure 5(a), card C10, whose name has been determined to be "Artemis," is displayed. In this state, when the user selects the "Start Creation" button 61 displayed on the play screen G21, the play screen G22, which includes multiple attribute selection buttons 62 for selecting attributes, is displayed as shown in Figure 5(b), and the user's selection of an attribute selection button 62 is accepted (step S14).

[0030] Next, suppose the user selects one of the multiple attribute selection buttons 62 displayed on the play screen G22, and then selects the "Start Creation" button 61 also displayed on the play screen G22. In this case, as shown in Figure 5(c), a card C11 is generated that reflects the attribute corresponding to the attribute selection button 62 selected by the user, and the parameters determined in step S13.

[0031] Specifically, the attributes selected by the user are reflected in the appearance of the character, background, and items displayed on card C11, as well as in at least some of the parameters of card C11, such as HP, attack power, defense power, and speed. Then, the generated card C11 is displayed on the play screen G23 (step S15).

[0032] Furthermore, as shown in Figure 5(c), the play screen G23 displays a receive button 63 for instructing the player to receive the generated card C11, and a regenerate button 64 for instructing the player to regenerate the card C11.

[0033] Then, if the user selects the receive button 63 ("receive" in step S16), the card C11 displayed on the play screen G23 is saved as a game medium owned by the user (step S17).

[0034] On the other hand, suppose the user selects the regenerate button 64 ("regenerate" in step S16). In this case, the artificial intelligence regenerates the card C11 displayed on the play screen G23, changing the components (target elements) other than predetermined components related to specific performance such as name and rarity.

[0035] Figure 6 shows the changes in the play screen displayed on the terminal 10 shown in Figure 1 when the game medium is regenerated. Referring to Figures 4 and 6, when the user selects the regenerate button 64, the play screen G22, which includes multiple attribute selection buttons 62, is displayed again, as shown in Figure 6(a), and the user's selection of an attribute selection button 62 is accepted (step S18).

[0036] Next, suppose the user selects one of the multiple attribute selection buttons 62 displayed on the play screen G22, and then selects the "Start Creation" button 61 also displayed on the play screen G22. In this case, as shown in Figure 6(b), a card C12 is generated that reflects the attribute corresponding to the attribute selection button 62 selected by the user, and the parameters determined in step S13. Then, the generated card C12 is displayed on the play screen G23 (step S19).

[0037] The play screen G23, which displays the regenerated card C12, shows a receive button 63 and a regenerate button 64, similar to the play screen G23 shown in Figure 5(c). When the user selects the receive button 63 ("received" in step S20), the card C12 displayed on the play screen G23 is saved as a game medium owned by the user (step S17).

[0038] On the other hand, if the user selects the regenerate button 64 ("regenerate" in step S20), the operations from step S18 onward are performed again.

[0039] Furthermore, as shown in Figure 6(b), the play screen G23 where card C12 is displayed also displays a screen advance button 65 to return to the screen where the previously generated card C11 is displayed. When the user selects the screen advance button 65 ("screen advance" in step S20), the play screen G23 containing the previously generated card C11 is displayed, as shown in Figure 6(c) (step S21).

[0040] Furthermore, the play screen G23, which includes the previously generated card C11, also displays the receive button 63, the regenerate button 64, and the screen advance button 65. Then, the process moves to step S20, where actions are performed according to the button selected by the user.

[0041] As described above, according to the information processing system 1 of the embodiment of this disclosure, it is possible to regenerate a game medium in which a target element, which is a part of the constituent elements, has been changed, without generating the game medium from scratch. In other words, it is not necessary to satisfy the predetermined conditions for generating the game medium again, and it is possible to provide the user with the opportunity to obtain a game medium that suits their preferences and desires. Therefore, it is possible to improve user convenience.

[0042] Furthermore, as described above, users can compare the target elements in the regenerated game medium (in the example shown in Figure 6, the character images displayed on the cards) with the target elements in the previously generated game medium and select the target elements to apply to the game medium. Therefore, if the target elements in the regenerated game medium do not meet the user's preferences or desires, the previously generated game medium can be provided to the user.

[0043] The game medium may be regenerated multiple times. In this case, the user can compare three or more generated game mediums and select one to keep by selecting the screen advance button 65 included in the play screen G23 shown in Figure 6(b) and Figure 6(c) multiple times.

[0044] Furthermore, the system may be configured so that the user cannot select an attribute using the attribute selection button 62 when the game medium is regenerated. In this case, for example, the same attributes that were reflected in the previously generated game medium will be reflected in the regenerated game medium.

[0045] Furthermore, while the above example described a case where the game medium is regenerated immediately after its creation, the timing for regenerating the game medium is not limited to immediately after its creation. For example, a user can view a list of game mediums they own at any time during gameplay. The system may then be configured so that the user can select one from this list and have the selected game medium regenerated.

[0046] Furthermore, users can display some or all of the game media they own in a place where other users can view them. The system may also be configured so that a user can select one of the game media displayed in that place and have the selected game media recreated.

[0047] [Prompt used to regenerate game media] When a game medium is generated, the prompts used to generate the game medium are recorded in memory 24 (see Figure 2). In addition, the prompts generated in step S12 shown in Figure 4, based on the user's behavior history, include randomly changing elements (random elements).

[0048] When the game medium is regenerated, the prompts that were input into the artificial intelligence when the game medium was previously generated are read. A random element of that prompt is then modified, while the remaining part of the prompt (the part without the random element) is used unchanged.

[0049] Specifically, let's assume that the random element is "cute". In this case, the random element "cute" is replaced with prompts such as "cat-like" or "dog-like". For example, suppose the target element is an image of a character displayed in a game medium, and the random element when the game medium was previously generated was "cat-like", and the random element when the game medium is regenerated is "dog-like". In this case, the image of the character displayed in the previously generated game medium is a cat-like image, and the image of the character displayed in the regenerated game medium is a dog-like image.

[0050] In the examples shown in Figures 5 and 6 above, the previously generated card C11 displays an image of a character with wings (see Figure 5(c)). In contrast, the regenerated card C12 has been changed to an image of a character with a flower crown (see Figure 6(b)).

[0051] In this way, the appearance of a game medium can be changed by regenerating it. This provides users with the opportunity to obtain a game medium with their preferred appearance. Furthermore, since the customization is easily recognizable to other users, the appeal of the regeneration function can be highlighted.

[0052] Furthermore, as described above, some of the previously used prompts are modified and used to regenerate the game medium, thus reducing the processing load during regeneration and preventing the regeneration of a game medium that has all the same components as the previously generated game medium. In addition, for certain components such as the name and rarity of the game medium, it is possible to regenerate a game medium that is common with the game medium before regeneration.

[0053] Furthermore, before the user selects the regenerate button 64 (see Figure 5(c)), multiple game media may be pre-generated using multiple prompts, each with only the random element changed.

[0054] In this case, when the user selects the Start Creation button 61 (see Figure 5(a)), one of several pre-generated game media (e.g., Card A, Card B, Card C, Card D, ...) is presented to the user (e.g., Card A). Then, when the user selects the Regenerate button 64 (see Figure 5(c)), one of the pre-generated game media other than the one already presented to the user (e.g., Card B, Card C, Card D) is newly presented to the user.

[0055] This shortens the time from when the user selects the regenerate button 64 until the regenerated game medium is presented to the user. Game mediums that are not presented to the user may be stored in memory 24 (see Figure 2) or discarded.

[0056] Furthermore, if the game medium is to be regenerated, it may be configured so that the regeneration of the game medium is performed by an artificial intelligence model different from the one that previously generated the game medium.

[0057] [Game media to be regenerated] Users can save some of their game media separately from other game media. Game media saved separately are referred to as "special game media." For example, suppose there is a limit to the number of cards a user can own. In such a case, if the number of cards the user owns exceeds the limit, cards not saved as special game media will be deleted first, and cards saved as special game media will be spared from automatic deletion.

[0058] Furthermore, the system may be configured to allow only game media saved as special game media to be selected for regeneration. This would allow, for example, a user to further customize their favorite card that has been saved as special game media.

[0059] Conversely to the above example, the system may be configured to allow only game media that are not saved as special game media to be selected for regeneration. This would provide, for example, an opportunity for users to customize cards that are not currently their favorites and are not saved as special game media, and change them to cards that the user prefers.

[0060] [Regeneration restrictions] Certain conditions may be set for the regeneration of game media. For example, suppose an item is granted to a user upon logging into the game. In this case, the user may be granted the right to regenerate the game after consuming a predetermined number of such items. Alternatively, instead of the user consuming items, the user may be granted the right to regenerate the game if they make a payment for the game. This can encourage users to log into the game or make payments for the game.

[0061] Furthermore, if certain conditions are set for regenerating the game medium, the user may not have the right to regenerate it. In such a case, if the user selects the regenerate button 64 (see Figure 5(c)), a screen for purchasing items or a billing screen may be displayed.

[0062] On the other hand, if certain conditions for regenerating the game medium are set, the user is entitled to regenerate it. In such a case, when the user selects the regenerate button 64, the play screen G22 for regenerating the game medium is displayed, as shown in Figure 6(a).

[0063] Furthermore, an upper limit may be set on the number of times a game medium can be regenerated. For example, the same game medium can be regenerated up to N times (where N is a natural number greater than or equal to 1), or a user can regenerate a game medium up to K times (where K is a natural number greater than or equal to 1) per day. Setting an upper limit on the number of regenerations in this way helps to prevent an increase in the load on server 20.

[0064] Furthermore, a limit may be set on the number of times each game medium can be regenerated. For example, the limit on the number of times a game medium can be regenerated may be set according to the rarity of the game medium or the values ​​of the parameters that the game medium possesses.

[0065] Furthermore, if a user consumes an item used in the game or makes a payment for the game, the number of times the game medium can be regenerated may be increased.

[0066] For example, if the regeneration of the same game medium is set to N times, after the user consumes an item or makes a purchase, the number of times the same game medium can be regenerated may increase to N+1 times. Also, for example, if the number of times a game medium can be regenerated per day is set to K times, after the user consumes an item or makes a purchase, the number of times a game medium can be regenerated per day may increase to K+1 times. This can encourage users to acquire items and make purchases in the game.

[0067] Furthermore, if a user purchases certain rights, such as the right to receive subscription services through payment, the number of times the same game medium can be regenerated and the number of times the game medium can be regenerated per day may be increased. Also, if a user purchases certain rights, the number of times the game medium can be regenerated may be set to be higher compared to when an item is consumed or payment is made each time the game medium is regenerated. This can encourage users to purchase certain rights.

[0068] Furthermore, if a game medium is regenerated, it may be possible to restrict the regeneration of that game medium for a predetermined period of time from the time of the regeneration until it is no longer possible. This allows users to enjoy the regenerated cards for a period of time. It also helps to suppress an increase in processing load on server 20.

[0069] Furthermore, the elements subject to change through the regeneration of the game medium are not limited to the images displayed on the cards. For example, parameters such as HP, attack power, defense power, and speed set on the cards may also be the elements subject to change. Moreover, the game medium to be regenerated is not limited to cards; it may also include characters or items generated using artificial intelligence.

[0070] The elements contained in each of these disclosures can be combined with each other, and the resulting combinations will also form part of the embodiments shown in these disclosures. Furthermore, within the scope of the invention, the present invention allows for free combination of each component, modification of any component, substitution of any component, omission of any component, or addition of other components.

[0071] Furthermore, the processing flow described herein is merely an example, and the order and structure of each process may differ. Also, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.

[0072] [Additional Notes] The contents of the embodiments of this disclosure are listed below. [assignment] The aim is to improve convenience.

[0073] [Solution] (Item 1) On the computer, The system is regenerated by modifying a target element, which is a component of a game medium generated using artificial intelligence, and which is a component other than a predetermined component related to a specific performance. This configuration allows for the regeneration of a game medium with some of its components modified from a previously generated one, without having to create the game medium from scratch, thus improving convenience.

[0074] (Item 2) The program described in item 1, which causes a computer to accept the selection of target elements to be applied to the game medium from among the target elements in the regenerated game medium and the target elements in the game medium before regeneration. With this configuration, for example, if a game medium containing elements that do not match the user's preferences or desires is regenerated, the original game medium can be provided to that user.

[0075] (Item 3) A program as described in item 1 or item 2, wherein a limit is set on the number of times the aforementioned game medium can be regenerated. This configuration helps to suppress the increased load on the device equipped with artificial intelligence.

[0076] (Item 4) The program described in item 3, wherein the number of times the game medium can be regenerated increases when a user consumes an item used in the game or makes a payment for the game. This configuration allows for encouraging users to acquire items and make in-game purchases.

[0077] (Item 5) The program described in item 4, wherein the number of times the game medium can be regenerated increases when a predetermined number of items granted to the user by logging into the game are consumed. This configuration allows you to prompt users to log in to the game.

[0078] (Item 6) A program described in any one of items 1 to 5, which, when the aforementioned game medium is regenerated, utilizes a portion of the prompts that were input to the artificial intelligence when the game medium was previously generated. This configuration makes it possible to regenerate a game medium that has common components with the original game medium.

[0079] (Item 7) The prompts entered when generating the aforementioned game medium include random elements, which are elements that change randomly. The program described in item 6, which, when the game medium is regenerated, changes the random element included in the prompt entered during the previous generation of the game medium. This configuration can reduce the processing load when regenerating game media.

[0080] (Item 8) The prompts entered when the aforementioned game medium was generated are recorded. The program described in item 7, wherein when the game medium is regenerated, a prompt containing a random element that is different in content from the random element contained in the recorded prompt is input to the artificial intelligence. This configuration makes it possible to avoid having all the components of the game medium generated by regeneration being the same as all the components of the previously generated game medium.

[0081] (Item 9) The aforementioned game medium is a card used in the game, A program described in any one of items 1 to 8, wherein the image of the game medium is changed by the regeneration of the game medium. This configuration allows us to provide users with the opportunity to obtain cards with their preferred images.

[0082] (Item 10) The program described in item 9, wherein nothing other than the image on the game medium is changed before and after the regeneration of the game medium. This configuration allows, for example, users who are particular about the appearance of cards to have the opportunity to obtain cards whose appearance has been changed while maintaining the characteristics of the cards.

[0083] Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate.

[0084] Furthermore, each operation performed by the control unit 22 (see Figure 2) in the server 20 of the above embodiment may be performed by one processor or by multiple processors. For example, some or all of the operations performed by the control unit 22 may be performed by the terminal 10 shown in Figure 1.

[0085] Furthermore, the above embodiments are merely illustrative examples to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention may be modified, improved, or have parts of its embodiments deleted without departing from its spirit, and it goes without saying that the present invention includes equivalents thereof. [Explanation of Symbols]

[0086] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Game media generation unit, 41: Program, 42: Game information, 43: User information, 51: Count value, 52: Upper limit value, 53: Shape, 61: Start creation button, 62: Attribute selection button, 63: Receive button, 64: Regenerate button, 65: Screen advance button

Claims

1. On the computer, A program that causes artificial intelligence to be used to generate a game medium, and to regenerate the game medium by changing the target element, which is a component of the game medium other than the name of the game medium, A program that, when a predetermined operation is performed on the game medium after it has been received by a user, can cause the program to modify a portion of the prompts input to the artificial intelligence when the game medium was generated, and then cause the artificial intelligence to input the modified prompts again, thereby causing the program to regenerate the game medium with at least the target elements, including its appearance, modified.

2. The prompts entered when generating the aforementioned game medium include random elements, which are elements that change randomly. The program according to claim 1, wherein when the game medium is regenerated, the program changes the random element included in the prompt that was entered when the game medium was previously generated.

3. The prompts entered when the aforementioned game medium was generated are recorded. The program according to claim 2, wherein when the game medium is regenerated, a prompt containing a random element that is different in content from the random element contained in the recorded prompt is input to the artificial intelligence.

4. Equipped with one or more information processing devices, An information processing system that regenerates a game medium by changing a target element, which is a component of the game medium generated using artificial intelligence, and which is a component other than the name of the game medium. An information processing system that, when a predetermined operation is performed on the game medium after it has been received by a user, can cause the system to modify a portion of the prompts input to the artificial intelligence when the game medium was generated, and then cause the artificial intelligence to input the modified prompts again, thereby causing the game medium to be regenerated with at least the target elements, including its appearance, modified.

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