Game programs, information processing methods, information processing devices.

JP7912372B1Active Publication Date: 2026-08-28SIDEA INC
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Patent Information

Application Number
JP2026095075
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2026-06-05
Publication Date
2026-08-28
Estimated Expiration
2046-06-05

AI Technical Summary

Benefits of technology

【0044】 本願発明に係るゲームプログラム、情報処理方法、情報処理装置によって、歴史シミュレーションゲーム、ロールプレイングゲームなど地図情報を含むゲームの趣向性を大きく向上させ、ユーザのゲームをプレイする楽しみを高めることが可能である。

✦ Generated by Eureka AI based on patent content.

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Abstract

In everyday life, human map recognition in real-world situations often involves a gradual, continuous process rather than a clear distinction between "understandable" and "ununderstandable" at specific locations. In the fictional worlds of games, to enhance user immersion and enjoyment, there is a need for game programs, game devices, and game processing methods based on gradual, continuous map recognition that is similar to real-world map recognition. [Solution] The present invention is, Information processing equipment, It functions as a map registration unit for registering map information related to maps, a map information power acquisition unit for acquiring map information power, a distribution map generation unit for generating a map information power distribution map based on the information related to map information power, and a map generation unit for generating a first map. The game program is characterized in that: Map information power is a parameter indicating the degree to which information related to the map is acquired, and changes over time; the map information power distribution diagram is a diagram that changes over time, based on the information related to the map information power, and consists of graphic images which are images of at least one map-forming shape; and the first map is a map based on the information related to the map and the information related to the map information power distribution diagram.
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Description

[[Technical Field]]

[0001] The present invention relates to a game program, an information processing method, and an information processing apparatus [[Background Art]]

[0002] Games come in various forms such as action games, role-playing games, and simulation games. Many types of games make use of maps when a user plays the game. For example, there exist historical simulation games that have earned strong support and great popularity from a wide range of users.

[0003] In Sengoku historical simulation games, attacks are basically only permitted against neighboring countries or neighboring countries separated by sea. For this reason, relationships with various powers such as feudal lords that control neighboring countries or neighboring countries separated by sea on the map are of great importance.

[0004] For example, from Owari, which corresponds to modern-day Aichi Prefecture, a direct attack on Kai, which corresponds to modern-day Yamanashi Prefecture, is not possible. This is because, just as in reality, Owari and Kai do not share a border. Therefore, in order to invade Kai from Owari, it would be necessary to first invade Mino and Shinano, which lie between Owari and Kai, before invading Kai.

[0005] Some games allow an attack on a non-adjacent country if the player is in an alliance with a power that controls all countries lying between the two countries. For example, if the player is allied with a feudal lord that controls Mino and Shinano, an invasion from Owari to Kai via Mino and Shinano is permitted.

[0006] As described above, parameters indicating the strength of feudal lords and other forces such as commander abilities, military power, and national power are important for users, and in historical simulation games, maps are information just as important as these parameters.

[0007] Maps are often important in action games and role-playing games. For example, in role-playing games where players adventure in a fictional world, the user takes on the role of the protagonist and travels around the fictional world to progress through the game. When traveling in this fictional world, a map of that world is important, and obtaining information related to the map of that fictional world is crucial for progressing in the game.

[0008] Various technologies have been developed for game systems that represent virtual map information within a game. Systems have been developed that set lighting in the virtual space based on conditions met by the player character, thereby illuminating a predetermined area of ​​the map. Examples of such systems are known, such as those described in Patent Document 1 or Patent Document 2. [Prior art documents] [Patent Documents]

[0009] [Patent Document 1] Japanese Patent Publication No. 2023-098605 Public Relations [Patent Document 2] Patent No. 7482177 [Overview of the project] [Problems that the invention aims to solve]

[0010] Patent Document 1 describes a method for handling situations where a predetermined event occurs. In a virtual space Among the multiple locations set, the event prescribed It is characterized by the transition of the point associated with the event from the first state to the second state, The transition It has limitations because it is limited to cases where "a specified event occurs." It also has limitations because it only considers user actions and does not take into account the influence of other users' actions.

[0011] Patent Document 2 describes setting the lighting in a virtual space so that when a player character played by a user meets certain conditions, a predetermined range within the field including that location becomes brighter. However, it has limitations in that the field map either includes or does not include predetermined map information. Recognition of information such as map information is often not limited to either having it or not having it, and in real life, it is rare for a situation to exist where a specific point is recognized, but the area around that point is not recognized at all.

[0012] In daily life, we generally have some awareness of map information related to places or roads we frequently visit, but we rarely have a complete understanding of it. The degree of awareness varies from person to person and can change over time, such as the amount of time that has passed since we last visited a particular place. We may not have absolutely no awareness of map information about places or roads around places we frequently travel or roads we have never been to, but rather have some vague awareness. Even if we have never been to a particular place or road, we may possess fragmented map information about it.

[0013] Thus, in everyday human life, map recognition is often not a clear distinction between "understandable" and "ununderstandable" at a particular point, but rather a gradual or continuous process. Map recognition may become clear and distinct at a certain point in time due to a specific action, or it may change over time. However, the game programs in Patent Document 1 and Patent Document 2 do not reflect map recognition in everyday life.

[0014] To solve this problem, it is conceivable that map recognition in games should function in a stepwise and continuous manner, changing over time. In order for users to immerse themselves in the fictional world of a game and enhance their enjoyment of playing, there is a need for the invention of game programs, information processing methods, and information processing devices that use map recognition similar to that of the real world.

[0015] The object of the present invention is to provide a game program, an information processing method, and an information processing device that display map information similar to information recognition related to maps in real life. [Means for solving the problem]

[0016] The present invention is a game program characterized in that an information processing device functions as a map registration unit for registering map information related to a map, a map information power acquisition unit for acquiring map information power, a distribution map generation unit for generating a map information power distribution map based on information related to map information power, and a map generation unit for generating a first map, wherein map information power is a parameter indicating the degree to which information related to a map has been acquired and changes over time, the map information power distribution map is based on information related to map information power and consists of a graphic image which is an image of at least one map-forming figure and is a figure that changes over time, the map-forming figure is a figure in a fictional two-dimensional plane in which a circle, ellipse, or planar shape is closed by connecting at least one end of a line segment or curve, the graphic image has at least one of transparency and gradient and is an image in which the degree of transparency changes based on information related to map information power, and the first map is a map based on information related to a map and information related to a map information power distribution map.

[0017] Map information capabilities may be characterized by changing individually, regardless of specific user actions or the occurrence of predetermined events.

[0018] The information processing device is further configured to function as a deformed map generation unit that deforms a map by moving at least one map junction in at least one direction, or by enlarging or shrinking the map in at least one direction to generate a deformed map, wherein the map junction is a point at the end of a map line, and the map line is a line segment or curve that indicates a boundary on the map.

[0019] The information processing device is further caused to function as a distribution map transforming section that transforms the map information intensity distribution map by enlarging or reducing it in at least one direction to generate a transformed distribution map, and the transformed distribution map may be a diagram that changes over time.

[0020] The information processing device is further caused to function as: a terrain information intensity acquiring section that acquires terrain information intensity; and a corrected map generating section that transforms a deformed map by enlarging or reducing the deformed map in at least one direction based on information related to at least one of the terrain information intensities to generate a corrected map, wherein the terrain information intensity is a parameter indicating the degree of acquisition of information related to the terrain of a map, and may be characterized by changing over time.

[0021] The terrain information intensity may be characterized in that it changes individually regardless of a specific operation by a user or the occurrence of a predetermined event.

[0022] The map-forming figure is a concentric arc-shaped ring, and the concentric arc-shaped ring is a shape formed on an imaginary two-dimensional plane by at least one circle with different radii centered on a ring center point, wherein a circle existing inside each circle is cut out, and the ring center point may be a point on the imaginary two-dimensional plane based on information unique to the user.

[0023] The map-forming figure is a circle, and the center of the circle may be a point on an imaginary two-dimensional plane based on information unique to the user.

[0024] The information processing device is further caused to function as: a specific situation registering section that registers a specific situation; a trend information intensity acquiring section that acquires trend information intensity; and a trend notifying section that notifies the specific situation based on information related to at least one of the trend information intensity and the map information intensity, wherein the trend information intensity is a parameter indicating the degree of acquiring information related to the specific situation.

[0025] The trend notification unit may be characterized by comprising a function of notifying a correct specific situation and a function of notifying an incorrect specific situation.

[0026] The information processing method of the present invention is an information processing method executed by an information processing device, which functions as: map registration means for registering map information related to a map; map information strength acquisition means for acquiring map information strength; distribution map generation means for generating a map information strength distribution map based on information related to map information strength; and map generation means for generating a first map, wherein the map information strength is a parameter indicating the degree of acquisition of information related to the map and changes over time; the map information strength distribution map is based on information related to the map information strength, consists of a graphic image that is an image of at least one map forming graphic, and is a diagram that changes over time; the map forming graphic is a graphic on a virtual two-dimensional plane that is a circle, an ellipse, or a graphic having a planar shape formed by connecting and closing ends of at least one of a line segment and a curve; the graphic image has at least one of transparency and gradation, and is an image in which the degree of transparency changes based on information related to the map information strength; and the first map is a map based on information related to the map and information related to the map information strength distribution map.

[0027] The information processing device of the present invention comprises: a map registration unit that registers map information related to a map; a map information strength acquisition unit that acquires map information strength; a distribution map generation unit that generates a map information strength distribution map based on information related to map information strength; and a map generation unit that generates a first map, wherein the map information strength is a parameter indicating the degree of acquisition of information related to the map and changes over time; the map information strength distribution map is based on information related to the map information strength, consists of a graphic image that is an image of at least one map forming graphic, and is a diagram that changes over time; the map forming graphic is a graphic on a virtual two-dimensional plane that is a circle, an ellipse, or a graphic having a planar shape formed by connecting and closing ends of at least one of a line segment and a curve; the graphic image has at least one of transparency and gradation, and is an image in which the degree of transparency changes based on information related to the map information strength; and the first map is a map based on information related to the map and information related to the map information strength distribution map.

[0028] In the four embodiments described later in the present invention, the map information capacity is characterized by changing individually regardless of specific user operations or the occurrence of predetermined events. However, it may also change when specific user operations or predetermined events occur, and may not change individually. The greatest feature of the map information capacity of the present invention is that it changes over time.

[0029] The colors of the graphic images that make up the map information can be any color, but white is preferred.

[0030] The distribution map generation unit may generate multiple map information power distribution maps approximately simultaneously at a given point in time.

[0031] In the four embodiments described later in the present invention, the topographic map information capacity is characterized by changing individually regardless of specific user operations or the occurrence of predetermined events. However, it may also change when specific user operations or predetermined events occur, and may not change individually. The greatest feature of the map information capacity of the present invention is that it changes over time.

[0032] The map location of the center or centroid of the map-forming shapes that constitute the information distribution map is user-specific information. For example, in a historical simulation game, the map location of the center or centroid of the map-forming shapes is the location of the main castle of the daimyo the user is playing as. The map location of the center or centroid of the map-forming shapes may also have a function that allows the user to set it.

[0033] If the graphic image has a gradient, it is preferable that the transparency of the gradient changes in all 360° directions from the center of the map-forming shape, but the change in transparency may also have some directionality.

[0034] When infiltrating a location with ninjas or intelligence agents to gather information about the surrounding area, this involves acquiring map information about that area. In this case, the system may include a function that allows the user to set a specific location on the map as the approximate center or centroid of the map-forming shape.

[0035] Unlike a clear, overall map, the first map is crucial for gameplay, especially when information is unavailable or extremely scarce, as it significantly impacts the user's gameplay. For example, when playing as the Oda clan based in Owari, having even fragmented information about the situation around neighboring Mikawa makes a huge difference if map information is limited. It is desirable to incorporate this fragmented information into gameplay.

[0036] To solve this problem, in addition to map information capabilities, there may be a function to acquire trend information, which is information relating to the degree to which one knows what is happening at a particular point on the map. The trend information capability related to the trend information may be managed by the daimyo or his retainer generals who are playing the game, and the accuracy of the trend information capability or the general's abilities may be further determined.

[0037] For example, information that "troops are departing" from a castle belonging to a neighboring daimyo is important. There is a possibility that the other daimyo's troops will head towards your own territory, in which case you need to prepare for defense. Alternatively, there is a possibility that the other daimyo's troops will not head towards your own territory but towards a castle in another country, in which case if you sortie to that daimyo's castle during that gap, the forces in that castle will be reduced, increasing your chances of victory.

[0038] As an example of a specific situation, consider a case where the user plays as the Oda clan, based in Owari Province, and the user selects "deployment of troops to a specific castle in the neighboring province of Mikawa, which is controlled by the Imagawa clan (referred to as "Specific Situation S")," and acquires a parameter called "Movement Information Power," which indicates the degree to which the user acquires that specific situation. The Specific Situation Registration Unit registers a large number of specific situations, and Specific Situation S is one of these various specific situations.

[0039] To obtain information on trends in a specific situation S, a daimyo or his retainer must engage in investigations for a certain period of time. In the Oda clan, if someone with high political power, such as Oda Nobunaga or Hashiba Hideyoshi, conducts the investigation, high information on trends can be obtained. The trend information acquisition unit acquires information on trends related to each specific situation. The trend notification unit notifies the user of information related to the specific situation S based on the daimyo's map information capabilities and the trend information capabilities related to the specific situation S.

[0040] The notifications from the Trend Notification Department regarding specific situation S may be accurate or inaccurate (false) depending on the numerical value of the Trend Information Power. For example, consider the case where the Trend Notification Department notifies of the occurrence of specific situation S. Mikawa, a neighboring province of Owari, is bordered by Totomi, Shinano, and Owari. Totomi is Imagawa territory, so there will be no deployment from there. Therefore, the forces that depart from Mikawa will either head towards Shinano or Owari. At this point, the user will proceed with the game considering the possibility of the Imagawa army attacking their own province of Owari, based on information regarding the diplomatic and alliance situations of the various daimyo.

[0041] Depending on the daimyo's map-based information capabilities and their ability to gather information on trends related to specific situation S, notifications regarding information related to specific situation S may be false, in which case the user will be misled by such false information.

[0042] While it was stated that there would be "no" deployment of troops to Tōtōmi, a neighboring province of Mikawa, this is possible if the deployment is actually a "troop movement." In this case, the notification of information related to specific situation S can be different, whether it is a "troop deployment" or a "troop movement." Here, if the situation includes both a "troop deployment" and a "troop movement," the user needs to determine whether the occurrence of specific situation S is a "correct report" or a "false report," as well as whether it is a "troop deployment" or a "troop movement."

[0043] The specific situation registration unit, trend information acquisition unit, and trend notification unit allow users to consider a wide range of trends, primarily those of neighboring countries, and engage in various gameplay strategies, thereby enhancing the enjoyment of the game. This is due to the fact that at least a portion of the map becomes unclear or unknown as a result of the functions of the map registration unit, map information acquisition unit, distribution map generation unit, and map generation unit of the present invention, thereby increasing the potential for development of the game according to the present invention. [Effects of the Invention]

[0044] The game program, information processing method, and information processing device according to the present invention can greatly improve the appeal of games that include map information, such as historical simulation games and role-playing games, and enhance the user's enjoyment of playing the game. [Brief explanation of the drawing]

[0045] [Figure 1] A block diagram illustrating a game program 1 according to a first embodiment, which is an example of the present invention. [Figure 2] A diagram illustrating the functional configuration of the game program 1 according to the first embodiment. [Figure 3] An illustrative diagram of the map in the game program 1 according to the first embodiment. [Figure 4] An explanatory diagram, different from the in-game display, showing an outline of the map information power distribution map of game program 1 according to the first embodiment. [Figure 5] An explanatory diagram, different from the in-game display, showing an outline of the map information power distribution map of game program 1 according to the first embodiment. [Figure 6] An illustrative diagram of the first map of the game program 1 according to the first embodiment. [Figure 7] An illustrative diagram of the first map of the game program 1 according to the first embodiment. [Figure 8] A flowchart illustrating an example of information processing in the game program 1 according to the first embodiment. [Figure 9] A diagram showing an example of the change in map information power of game program 1 according to the first embodiment. [Figure 10]A diagram showing an example of the change in map information power of game program 1 according to the first embodiment. [Figure 11] An illustrative diagram of the first map of the game program 1 according to the first embodiment. [Figure 12] A flowchart illustrating an example of information processing in the game program 1 according to the first embodiment. [Figure 13] An illustrative diagram of the map in the game program 1 according to the first embodiment. [Figure 14] An illustrative diagram of the first map of the game program 1 according to the first embodiment. [Figure 15] A first map of the game program 1 according to the first embodiment, an illustrative diagram showing the movement of troops. [Figure 16] A first map of the game program 1 according to the first embodiment, an illustrative diagram showing the movement of troops. [Figure 17] A first map of the game program 1 according to the first embodiment, an illustrative diagram showing the movement of troops. [Figure 18] A first map of the game program 1 according to the first embodiment, an illustrative diagram showing the movement of troops. [Figure 19] A block diagram illustrating the game program 2 according to the second embodiment. [Figure 20] A diagram illustrating the functional configuration of the game program 2 according to the second embodiment. [Figure 21] An example diagram of a modified map in the game program 2 according to the second embodiment. [Figure 22] An explanatory diagram, different from the in-game display, showing an outline of the map information power distribution map of game program 2 according to the second embodiment. [Figure 23] An illustrative diagram of the first map of the game program 2 according to the second embodiment. [Figure 24] An illustrative diagram of the first map of the game program 2 according to the second embodiment. [Figure 25] An illustrative diagram of the first map of the game program 2 according to the second embodiment. [Figure 26] An illustrative diagram of the first map of the game program 2 according to the second embodiment. [Figure 27]An illustrative diagram of the first map of the game program 2 according to the second embodiment. [Figure 28] An illustrative diagram of the first map of the game program 2 according to the second embodiment. [Figure 29] An illustrative diagram of the map in the game program 2 according to the second embodiment. [Figure 30] A flowchart illustrating an example of information processing in the game program 2 according to the second embodiment. [Figure 31] A first map of game program 2 according to the second embodiment, an illustrative diagram showing the movement of troops. [Figure 32] A first map of game program 2 according to the second embodiment, an illustrative diagram showing the movement of troops. [Figure 33] A first map of game program 2 according to the second embodiment, an illustrative diagram showing the movement of troops. [Figure 34] A first map of game program 2 according to the second embodiment, an illustrative diagram showing the movement of troops. [Figure 35] A first map of game program 2 according to the second embodiment, an illustrative diagram showing the movement of troops. [Figure 36] A first map of game program 2 according to the second embodiment, an illustrative diagram showing the movement of troops. [Figure 37] A block diagram illustrating the game program 3 according to the third embodiment. [Figure 38] A flowchart illustrating an example of information processing in the game program 3 according to the third embodiment. [Figure 39] An explanatory diagram of the map for game program 3 according to the third embodiment. [Figure 40] The first map of the game program 3 according to the third embodiment, an illustrative diagram showing the movement of troops. [Figure 41] The first map of the game program 3 according to the third embodiment, an illustrative diagram showing the movement of troops. [Figure 42] A block diagram illustrating the game program 4 according to the fourth embodiment. [Figure 43] A diagram illustrating the functional configuration of the game program 4 according to the fourth embodiment. [Figure 44] An example diagram of a modified map of game program 4 according to the fourth embodiment. [Figure 45] An illustrative diagram of the first map of the game program 4 according to the fourth embodiment. [Figure 46] An example diagram of a modified map for game program 4 according to the fourth embodiment. [Figure 47] An illustrative diagram of the first map of the game program 4 according to the fourth embodiment. [Figure 48] A first map of the game program 4 according to the fourth embodiment, an illustrative diagram showing the movement of troops. [Figure 49] A first map of the game program 4 according to the fourth embodiment, an illustrative diagram showing the movement of troops. [Figure 50] A first map of the game program 4 according to the fourth embodiment, an illustrative diagram showing the movement of troops. [Figure 51] A first map of the game program 4 according to the fourth embodiment, an illustrative diagram showing the movement of troops. [Modes for carrying out the invention]

[0046] The embodiments of the present invention will be described in detail below with reference to the drawings.

[0047] The specific embodiments of the present invention are not limited to the embodiments described below, and various embodiments and modifications are possible. For the sake of clarity, similar parts and components in the drawings are given the same numbering. The parties agree that individual or several embodiments can be combined to their advantage. The scope of the present invention is indicated by the claims, not by the embodiments. Various modifications made within the scope of the claims and the equivalent scope of the invention are considered to be within the scope of the present invention.

[0048] In the following description of embodiments of the present invention, a daimyo played by a user will be referred to as a "user-played daimyo," and a daimyo controlled by the computer will be referred to as a "computer-controlled daimyo." Furthermore, if country names are displayed on the map, first map, modified map, or revised map, these country names are for explanatory purposes only and may be hidden during gameplay.

[0049] [First Embodiment] Figure 1 is a block diagram illustrating a game program 1 according to a first embodiment, which is an example of the present invention. Game program 1 is a historical simulation game themed on the Sengoku period, in which the user selects a specific daimyo and plays the game.

[0050] As shown in Figure 1, the game program 1 includes a map registration unit 11, a map information power acquisition unit 12, a distribution map generation unit 13, a map generation unit 14, a map information database 21, a warlord information database 22, a daimyo information database 23, a map information power database 24, a map information power distribution map database 25, and a first map database 26.

[0051] Figure 2 is a diagram illustrating the functional configuration of the game program 1 according to the first embodiment.

[0052] As shown in Figure 2, the map registration unit 11 registers information related to the game map. The map information power acquisition unit 12 acquires map information power related to the user-played daimyo from the user terminal 31. Map information power can take values ​​from 0 to 100, and can also take decimal values ​​between integers. The map information power acquisition unit 12 notifies the distribution map generation unit 13 of the map information power. Based on the information related to map information power, the distribution map generation unit 13 acquires information related to the radius and transparency of the concentric arc-shaped ring and generates a map information power distribution map.

[0053] A concentric arc ring is a shape formed by multiple circles sharing the same center, with at least one circle having a different radius, and all circles inside each circle being cut out. In the case of a single circle, it is a ring. conditionAlthough not exactly the same, they are collectively called "concentric arc rings." The center of each concentric arc ring is the main castle of the user-played daimyo, and the coordinates of the geometric center are the coordinates of the image center representing each main castle. The map information power acquisition unit 12 acquires information relating to the coordinates of the image center of the main castle on the map from the daimyo information database 23 and notifies the distribution map generation unit 13. The distribution map generation unit 13 generates a map information power distribution map and notifies the map generation unit 14 of this map information power distribution map, and the map generation unit 14 overlays the map information power distribution map on the map 41 to generate the first map. The map information power distribution map has transparency based on map information power.

[0054] Figure 3 is an illustrative diagram 41 of the map of the game program 1 according to the first embodiment.

[0055] As shown in Figure 3, the map in game program 1 includes information on the map of Japan, former provincial names, and borders. Unlike in modern times, Ezo (Hokkaido) and Ryukyu (Okinawa) were not strongly recognized during the Sengoku period, so the map excludes them.

[0056] Figure 4 is an explanatory diagram 42 that differs from the in-game display and shows an outline of the map information power distribution map of the game program 1 according to the first embodiment. Figure 4 is an explanatory diagram for the present invention that differs from the in-game display.

[0057] As shown in Figure 4, the map-forming shape of game program 1 is a circle, and the shape image has transparency. The distribution map generation unit 13 generates five concentric arc-shaped rings and generates a map information power distribution map 42. The map information power distribution map 42 consists of five concentric arc-shaped rings, and each concentric arc-shaped ring is given five levels of transparency, with the transparency of the shape gradually changing from the center outwards based on the shape transparency information. The area outside the five concentric arc-shaped rings is the shape of the entire screen minus the five concentric rings, and is completely white.

[0058] Each concentric arc-shaped ring has a white background and is a graphic image with transparency added to the white due to graphic transparency. Explanatory Figure 42 has been changed to a gray background for explanatory purposes and is a diagram for explaining the present invention, which differs from the display in the game. Five concentric arc-shaped rings It has five levels of transparency, with the transparency gradually decreasing from the inside out. At least two of the five concentric arc-shaped rings may have the same level of transparency. The outside of the outermost concentric arc-shaped ring has 0% transparency and appears pure white in game program 1. In Figure 4, which has a gray background, the outside of the outermost concentric arc-shaped ring is the same gray color as the background.

[0059] Figure 5 is an explanatory diagram 42 that differs from the in-game display and shows an outline of the map information power distribution map of game program 1 according to the first embodiment. Figure 4 is an explanatory diagram that enlarges the area around Owari, the base of the Oda clan, from Figure 3 and overlays a diagram showing the boundaries of the five concentric arc-shaped rings of the map information power distribution map 32. Figure 5 is a diagram for explaining the present invention that differs from the in-game display.

[0060] As shown in Figure 5, the regions of the five concentric arc-shaped rings are labeled A through E. All concentric arc-shaped rings A through E are white, but have different levels of transparency. Transparency is a parameter that ranges from 0% to 100%, with higher values ​​indicating greater transparency. A is 100%, B is 70%, C is 50%, D is 30%, and E is 10%. The transparency of the outermost part of the concentric arc-shaped ring F is 0%, meaning it is completely invisible. The center of the circles that make up the concentric arc-shaped rings is Honjo 101. The area around Honjo is fully understood, and the map information for region A is fully acquired. As you move further away from Honjo, the clarity of the map decreases.

[0061] As shown in Figures 4 and 5, the center of the map information power distribution map, which consists of five concentric arc-shaped rings, is the main castle 101 of the daimyo played by the user. Based on the map information power related to the daimyo played by the user, the transparency of the concentric arc-shaped rings decreases outward from the main castle, and the display of map information gradually becomes more ambiguous. In the game, the transparency of the white color gradually decreases as you move outward from the concentric arc-shaped rings, becoming completely white at the outermost point. In Figure 4, the white color of the concentric arc-shaped rings in the game is represented in gray.

[0062] Figure 6 is an illustrative diagram 44 of the first map of the game program 1 according to the first embodiment. Figure 6 is an enlarged view of the area around Owari.

[0063] As shown in Figure 6, the map generation unit 14 overlays a map information power distribution map onto the map to generate the first map 44 that the user will play on. In July 1558, a user who chooses the Oda clan, whose leader is Oda Nobunaga, will initially play the game centered on Owari Province. The center of the map information power distribution map is Kiyosu Castle 101, the main castle of the Oda clan, the daimyo played by the user. In other words, the center of all the circles in the concentric arc-shaped ring is Kiyosu Castle 101, and if the main castle changes, the centers of all the circles in the concentric arc-shaped ring will also change accordingly. In this way, the centers of the concentric arc-shaped ring are based on information unique to the user, thus enhancing the enjoyment of the game.

[0064] Figure 7 is an illustrative diagram 45 of the first map of the game program 1 according to the first embodiment.

[0065] As shown in Figure 7, Figure 45 is an example of the first map at the point when the user-played daimyo is the Oda clan, and the Oda clan's power has expanded and they have moved their base to Mino. The map information power acquisition unit 12 constantly acquires map information power related to the user-played daimyo based on information such as the abilities of the daimyo's head, the abilities of the user-played daimyo's retainers, the number of provinces under the user-played daimyo's control, and the ninjas under the user-played daimyo's command. The map information power acquisition unit 12 notifies the distribution map generation unit 13 of the map information power of the user-played daimyo that it has acquired. The distribution map generation unit 13 generates a map information power distribution map based on this information and notifies the map generation unit 14 of the information related to the map information power distribution map.

[0066] The distribution map generation unit 13 constantly acquires information related to the map information power distribution map and notifies the map generation unit 14, which then overlays the map information power distribution onto a map to generate the first map. As the Oda clan rises, the map information power acquisition unit 12 constantly acquires the increasing map information power of the Oda clan, and based on this map information power information, the distribution map generation unit 13 generates a new map information power distribution map moment by moment, and the map generation unit 14 generates the first map based on this map information power distribution map information and constantly updates the information on the first map. Therefore, the map information power distribution map and the first map for the user-played daimyo change as time passes during gameplay.

[0067] The distribution map generation unit 13 can create a map information power distribution map not only from concentric arc-shaped rings centered on a single ring center point, but also from concentric arc-shaped rings centered on multiple ring center points. The map information power related to a user-played daimyo can be expanded by considering not only the map information power of the user-played daimyo, but also, for example, the map information power of other daimyo with whom the user-played daimyo has formed an alliance. When ninjas or intelligence units acquire map information power related to a specific location on the map, a concentric arc-shaped ring centered on that specific location is generated.

[0068] Figure 8 is a flowchart illustrating an example of information processing in the game program 1 according to the first embodiment.

[0069] As shown in Figure 8, the Map Information Power Acquisition Unit 12 constantly acquires information related to the political power of the user-played daimyo lord. When the Map Information Power Acquisition Unit 12 detects that the political power of the user-played daimyo lord to be acquired is 90 or higher (S11 in Figure 8), the Map Information Power Acquisition Unit 12 adds 0.2 to the user-played daimyo lord's Map Information Power each month (S12 in Figure 8). If the political power of the user-played daimyo lord is less than 90, when the Map Information Power Acquisition Unit 12 detects that the political power is 70 or higher (S13 in Figure 8), the Map Information Power Acquisition Unit 12 adds 0.1 to the user-played daimyo lord's Map Information Power each month (S14 in Figure 8). Furthermore, when the Map Information Power Acquisition Unit 12 detects that the political power of the user-played daimyo lord is 40 or lower (S15 in Figure 8), the Map Information Power Acquisition Unit 12 subtracts 0.1 from the user-played daimyo lord's Map Information Power each month (S16 in Figure 8).

[0070] In Game Program 1, all warlords, including daimyo, possess information related to various abilities such as political power, combat power, and leadership. Political power is a parameter that indicates a warlord's political ability and level of wisdom, and takes a value from 0 to 120. At the beginning of the game, all warlords are given predetermined ability values. During gameplay, it changes according to the warlord's age and activities in politics and battles. For example, in the scenario of Game Program 1 starting in 1555, Oda Nobunaga's political power is initially set at 93, and as the young Nobunaga ages and the game progresses, his political power gradually increases over time without any specific actions. Gaining experience through political activities such as domestic and foreign affairs can further increase his political power.

[0071] The political power, combat power, and leadership skills of warlords, including daimyo, can increase as they gain experience through combat activities such as battles. Conversely, they can decrease as they age. Thus, a characteristic of game program 1 is that the ability values ​​of each daimyo and warlord change over time, although these ability values ​​of daimyo and warlords can remain unchanged during gameplay. In this case, Oda Nobunaga's political power of 93 remains constant during gameplay, but because the situation of "political power of 90 or higher" continues, as long as Oda Nobunaga is the head of the family, the map information power of the user-played daimyo Oda family will increase by 0.2 each month as time passes, even if no particular activities are performed, simply because "Oda Nobunaga is the head of the family."

[0072] Figure 9 is a graph (figure 46) showing an example of the change in map information power of game program 1 according to the first embodiment.

[0073] As shown in Figure 9, the map information power of a user-played daimyo changes over time. In Figure 9, the vertical axis shows the map information power of the Oda clan, with Oda Nobunaga as the head of the clan, in a scenario starting in 1555, and the horizontal axis shows the passage of time after 1555. The Oda clan's map information power, which is "10" at the start of play, increases by 0.2 each month in the first year, following the flow in Figure 8, because the political power of the head of the clan, Oda Nobunaga, is 93, and after one year it increases by 2.4 to 12.4. Here, if the Oda clan's national power increases, such as by increasing the number of provinces or castles it controls, the map information power will increase by more than 2.4. After that, the rate at which the map information power increases will increase due to the expansion of the Oda clan's territories, rice yield, economic power, military power, and the strengthening of its retainers.

[0074] As the game progresses, the Oda clan's geographical information power increases, reaching 57 around 1563, which is a relatively high level. Figure 7 is the first map based on the information regarding the Oda clan's geographical information power at this time. After 1563, the Oda clan's geographical information power decreases, at one point falling below 50, due to attacks on their territory by other daimyo (for example, the Takeda clan), resulting in the loss of part of their territory. Thus, a major feature of game program 1 is that the user-controlled daimyo's geographical information power changes over time.

[0075] Figure 10 is a graph (figure 47) showing an example of the change in map information power of game program 1 according to the first embodiment.

[0076] As shown in Figure 10, the vertical axis represents the geographical information power of the Ashikaga family, with Ashikaga Yoshiaki as the head of the family, in a scenario starting in 1555, and the horizontal axis represents the passage of time from 1555 onward. At that time, although it was a somewhat formal existence, the initial value of the geographical information power of the Ashikaga family, who were the Shogun, was the highest among the daimyo at "40". In the first year, the Ashikaga family's geographical information power increased by 0.1 each month, following the flow in Figure 8, and after one year it increased by 1.2 to 41.2, because the political power of the head of the family, Ashikaga Yoshiaki, was 72.

[0077] In the example where the user-played daimyo is the Ashikaga clan, the Ashikaga clan's geographical information power gradually increases due to factors such as the Ashikaga clan's territory, rice yield, economic power, military strength, and the expansion of its retainers. In this example, the Ashikaga clan's geographical information power, which had increased to about 50 around 1558, decreases significantly when its base is attacked and lost by another daimyo (for example, the Miyoshi clan).

[0078] As shown in Figures 9 and 10, the map information power of the user-played daimyo changes over time, and "the passage of time" follows the game's progression mode. Since Game Program 1 is a real-time type of game, for example, from October 1, 1555, until October 10, 1555, the map information power of the user-played daimyo changes moment by moment, even every other day or even less than a day.

[0079] If the game program is structured as a "monthly play" system, for example, if the "October 1555 phase" is completed and the next phase is the "November 1555 phase," then the map information power will change monthly. Alternatively, if the game program is structured as a "seasonal (every three months) play" system, for example, if the "Spring 1555 phase" is completed and the next phase is the "Summer 1555 phase," then the map information power will change seasonally (every three months). In this way, the map information power graph changes continuously in accordance with the progress of the game over time.

[0080] Figure 11 is an illustrative diagram 48 of the first map of the game program 1 according to the first embodiment.

[0081] As shown in Figure 11, this is an illustrative diagram showing an outline of the first map 48 at the time when the Oda clan, a user-played daimyo at the time of Figure 6 (July 1558), forms an alliance with the Otomo clan, which is based in Bungo Province in Kyushu. The map information power acquisition unit 12 acquires the map information power of other daimyo when a user-played daimyo forms an alliance with another daimyo. For example, when the Oda clan forms an alliance with the Otomo clan, the map information power acquisition unit 12 acquires the map information power of the Otomo clan. Based on the new map information power distribution map generated by the distribution map generation unit 13, the map generation unit 14 generates a new first map. Figure 11 is the resulting map where the Oda clan acquires 100% of the map information power of the Otomo clan, which is acquired by the map information power acquisition unit 12.

[0082] Figure 12 is a flowchart illustrating an example of information processing in the game program 1 according to the first embodiment.

[0083] As shown in Figure 12, the map information acquisition unit 12 always acquires information related to the diplomatic relations of the user-played daimyo. When the map information acquisition unit 12 detects that the user-played daimyo has formed a new alliance with another daimyo (referred to as Daimyo A) (S21 in Figure 12), the map information acquisition unit 12 acquires information related to the friendship level, which is a parameter indicating the relationship between the user-played daimyo and Daimyo A (S22 in Figure 12). When it detects that the friendship level is 90 or higher (S23 in Figure 12), the user-played daimyo acquires 100% of Daimyo A's map information level (S24 in Figure 12). An example of this is shown in Figure 11.

[0084] The map information power acquisition unit 12 detects that the friendship level between the user-played daimyo and daimyo A is less than 90. If it detects that the friendship level is 60 or higher (S25 in Figure 12), the user-played daimyo acquires new map information power equal to daimyo A's map information power multiplied by 0.9 and friendship level / 100 (S26 in Figure 12). As an example, let's explain the case where the friendship level is 70. Multiplying 0.9 by 70 / 100 gives 0.63, so the map information power newly acquired by the user-played daimyo through the alliance with daimyo A is "daimyo A's map information power multiplied by 0.63," which is a significant decrease. Therefore, the user makes efforts to increase their friendship level with the daimyo with whom they form an alliance.

[0085] When the map information power acquisition unit 12 detects that the friendship level between the user-played daimyo and daimyo A is less than 60 (S25 in Figure 12), the user-played daimyo will not be able to acquire any map information power from daimyo A, even if they form an alliance with daimyo A. Thus, while the user-played daimyo can gain advantages from an alliance with daimyo A, such as not being attacked by daimyo A and receiving aid from daimyo A, a key feature of game program 1 is that the amount of map information power gained varies greatly depending on the friendship level with daimyo A.

[0086] Each daimyo can increase their map information power by infiltrating ninjas and intelligence units into other countries. For example, if the Oda family infiltrates Kai, which is the territory of the Takeda family, and strengthens their map information power at locations around Kai, the map information power acquisition unit 12 acquires the map information power to be strengthened, and based on this map information power information, the distribution map generation unit 13 generates a map information power distribution map. Then, as time progresses, the map generation unit 14 generates a first map. In this case, the locations on the map where the user infiltrates ninjas become the centers of the concentric arc-shaped rings.

[0087] Figure 13 is an illustrative diagram 51 of the map of the game program 1 according to the first embodiment. It is a magnified map of the Owari region.

[0088] As shown in Figure 13, this is a map 51 illustrating the expanding territory controlled by the Oda clan around Owari in 1555, and is an explanatory diagram of the situation as everything has been revealed. Castles and fortresses belonging to user-played daimyo are shown in white, and castles and fortresses belonging to computer-controlled daimyo are shown in gray. In Owari, which is almost entirely under the control of the Oda clan, there is one user-played daimyo Oda clan main castle (headquarters castle) 101, two castles 102 belonging to the Oda clan, and two fortresses 103 belonging to the Oda clan. There are many castles and fortresses belonging to computer-controlled daimyo surrounding Owari, but within the area that can be confirmed in Figure 9, there is one main castle 201, two castles 202, and seven fortresses 203 belonging to computer-controlled daimyo.

[0089] As shown in Figures 14 to 18 below, the map generation unit 14 will explain the progress of the battle or combat using the first map that it constantly generates over time. As an example, the Oda and Imagawa clans will fight in Owari, and the functions of the game program 1 will be specifically explained in the progress of the battle or combat.

[0090] Figure 14 is an illustrative diagram 52 of the first map of the game program 1 according to the first embodiment.

[0091] As shown in Figure 14, the map information power acquisition unit 12 acquires information related to the map information power of the user-played daimyo, the Oda family, which changes over time. Based on this information, the distribution map generation unit 13 generates a map information power distribution map and notifies the map generation unit 14 of the information related to the map information power distribution map. The map generation unit 14 overlays the map information power distribution map onto map 51 to generate the first map 52. The area around the main castle 101 is fully visible, and there is one computer daimyo's fort 203 within Owari. The map becomes less visible as you move away from the main castle 101. Several computer daimyo's main castles 201, castles 202, and forts 203 can be identified near the borders of Owari, Mino, Mikawa, and Ise, but the situation in areas farther from the Owari border is largely unknown.

[0092] Figure 15 is the first map of the game program 1 according to the first embodiment, and Figure 53 is an illustrative diagram showing the movement of the troops.

[0093] As shown in Figure 15, Imagawa Army Unit 401, a computer-controlled daimyo, attacks Owari, which is Oda territory, from Mikawa. At this point, Imagawa Army Unit 401 is near the border between Owari and Mikawa, but is only faintly visible. Therefore, a user who has set the Oda clan as their user-controlled daimyo will not notice Imagawa Army Unit 401 and will not take any countermeasures against it, such as deploying Oda forces.

[0094] Figure 16 is the first map of the game program 1 according to the first embodiment, and an illustrative diagram 54 showing the movement of the troops.

[0095] As shown in Figure 16, the user recognizes that Imagawa forces unit 401 are advancing towards Oda family's main castle 101. Since Imagawa forces unit 401 is located near the border between Owari and Mikawa, its full extent is unknown at this point, but the user confirms that there are two units of Imagawa forces unit 401. There is a possibility that Imagawa forces unit 401 has more units, and the user begins to consider focusing on defending main castle 101 and castle 102 belonging to the Oda family.

[0096] Figure 17 is the first map of the game program 1 according to the first embodiment, and Figure 55 is an example diagram showing the movement of the troops.

[0097] As shown in Figure 17, immediately after the situation in Figure 16, the user dispatches 301 units of Oda forces one at a time from castle 102, which belongs to the Oda clan, against the advancing Imagawa forces of 401. The user then considers dispatching further units from castle 102, which belongs to the Oda clan, and units from the main castle 101.

[0098] Figure 18 is the first map of the game program 1 according to the first embodiment, and Figure 56 is an illustrative diagram showing the movement of the troops.

[0099] As shown in Figure 18, the Oda clan's map information capabilities increase, and the map generation unit 14 updates the first map accordingly, making the surrounding situation clearer. Oda army unit 301 and Imagawa army unit 401 make contact and begin fighting. Depending on the situation of the battle between Oda army unit 301 and Imagawa army unit 401, the user may consider deploying further Oda army units. By deploying ninjas or using espionage activities by retainers with intelligence capabilities, it is possible to discover information such as the name of the general leading Imagawa army unit 401, the general's abilities, the number of soldiers, and the type of unit.

[0100] Thus, a key feature of the game program 1 is that the first map created by the map generation unit 14 changes continuously over time, and the first map is not a static entity but rather dynamic and organic, like a living thing. Furthermore, a major feature is that the behavior of the computer daimyo is difficult to predict, such as when the computer daimyo attacks unexpectedly because the user cannot fully or almost fully recognize parts of the map, which enhances the user's enjoyment of playing. [Examples]

[0101] [Second Embodiment] The second embodiment is a historical simulation game themed on the Sengoku period, and is a game program 2 in which the map used is different from modern maps, but rather a map as it was perceived at the time. In addition to the functions of game program 1, it is equipped with a deformed map generation unit 15.

[0102] Figure 19 is a block diagram illustrating the game program 2 according to the second embodiment.

[0103] As shown in Figure 19, the game program 2 includes a map registration unit 11, a map information power acquisition unit 12, a distribution map generation unit 13, a map generation unit 14, a deformed map generation unit 15, and a map information database 21, a warlord information database 22, a daimyo information database 23, a map information power database 24, a map information power distribution map database 25, a first map database 26, and a deformed map database 27.

[0104] Figure 20 is a diagram illustrating the functional configuration of the game program 2 according to the second embodiment.

[0105] As shown in Figure 20, Game Program 2 has the same functions as Game Program 1, with a map registration unit 11, a map information power acquisition unit 12, a distribution map generation unit 13, and a map generation unit 14. The deformed map generation unit 15 deforms the map 41, generates a deformed map, and notifies the map generation unit 14 of the information related to the deformed map. The map generation unit 14 overlays the map information power distribution map on the acquired deformed map to generate the first map. Similar to Game Program 1, the map information power distribution map and the first map of Game Program 2 change over time.

[0106] In typical historical simulation games, various daimyo often fight on a map that is accurately represented in modern times, as in Game Program 1. However, precise maps like those of today did not exist at that time; only much simpler maps or sketches existed compared to modern maps. The deformed map generation unit 15 deforms the map registered in the map registration unit 11, allowing the user to play on a map different from a modern one. Unlike the modern era, where map information is abundant, in the Sengoku period, where map information was extremely limited, playing on a map that is significantly different from a modern one enhances the enjoyment of the game.

[0107] The deformed map generation unit 15 deforms the map registered by the map registration unit 11 based on the map deformation information. The fact that the map the player is playing on changes adds a sense of novelty and enhances the user's enjoyment of the game.

[0108] Before explaining the map transformation function of the map transformation generation unit 15, let's explain map information. A map consists of a set of lines, at least one of which are straight lines or curves, that connect to each other, indicating boundaries between land and sea, national borders, or boundaries between one specific area and another. These "lines that make up the map" are called "map lines." The points where map lines touch are called "map junctions." In other words, any map junction is located at the end of a certain map line.

[0109] Figure 21 is an illustrative diagram 61 of a modified map of the game program 2 according to the second embodiment.

[0110] As shown in Figure 21, the map registration unit 11 registers the border lines on the map 41 as information relating to coordinate data and vector data. The deformed map generation unit 15 performs the process of expanding at least one map junction in at least one direction (east, west, north, or south) at least once. As the map junction moves, the map junction at the end of the map line also moves accordingly. The deformed map generation unit 15 changes the map while maintaining the adjacency relationships between land and sea, countries and countries, and specific areas and other specific areas that were separated by arbitrary map lines. As shown in Figure 44 of the fourth embodiment, the deformed map generation unit 15 can also deform the map by expanding or shrinking it in at least one direction.

[0111] When playing with a map different from the modern map, it is conceivable that the game should have different functions based on the differences in distance and spatial perception between the modern map and reality. Here, since maps are fundamental to human perception of distance and spatial perception, playing with a different map means playing based on the distance and spatial perception of that map. In this example, the user plays with the deformed map 61 generated by the deformed map generation unit 16.

[0112] Maps from the Sengoku period were not as sophisticated as modern maps. Even in the West, which was more technologically advanced than Japan at the time, map accuracy was low. Therefore, to play as a Sengoku daimyo or warlord, it is preferable to play using maps from that period, which creates a high level of immersion. The modified map 61 in game program 2 is a map created based on one of the old maps from the Sengoku period. This map can be thought of as different map information registered by the map registration unit 11, or as map information transformed by the modified map generation unit 16 from a given map.

[0113] Figure 22 is an explanatory diagram 62 that differs from the in-game display and shows an outline of the map information power distribution map of game program 2 according to the second embodiment.

[0114] As shown in Figure 22, the game program 2 The map-forming shape is a circle, and the shape image has a gradient. In the map information power distribution diagram 62, the gradient spreads in all 360° directions from the center of the circle. Similar to Figure 4, the map information power distribution diagram 62 has a gray background and is a diagram for explaining the present invention, different from the display in the game. The center of the map information power distribution diagram 62 is the main castle of the daimyo played by the user. Depending on the map information power possessed by the daimyo played by the user, the map information power distribution diagram 62, which is a circular gradient shape with a gradient extending outwards from the main castle, gradually makes the display of map information more ambiguous from the main castle outwards. The map information power distribution diagram 62 is sized to cover the deformed map 61.

[0115] The circular gradient shape in Map Information Power Distribution Diagram 62 has a white background and is a graphic image with transparency added by a gradient to the white background. Figure 22 is a diagram for explanatory purposes of the present invention, with the background changed to gray for explanatory purposes and differing from the display in the game. Outside the outermost circular gradient shape, the transparency is 0%, and it appears completely white in game program 2. In Figure 22, which has a gray background, the outside of the outermost circular gradient shape is gray, which is exactly the same color as the background.

[0116] Figure 23 is an illustrative diagram 63 of the first map of the game program 2 according to the second embodiment.

[0117] As shown in Figure 23, the map generation unit 14 overlays the map information power distribution map onto map 61 to generate the first map 63 that the user plays. A user who chooses the Oda clan, whose leader is Oda Nobunaga in 1555, continues to play, and as time passes, the map information power increases, and the first map also changes over time. At the time of the first map 63, only the area around Owari, the base of operations, is known. The center of the map information power distribution map is Kiyosu Castle 111, the main castle of the Oda clan. In this way, the center of the circular gradient shape is based on information unique to the user, thus enhancing the enjoyment of the game. Compared to game program 1, a difference is that the map information power distribution map 62 gradually becomes more ambiguous towards the edges, and a key feature is the high continuity of the first map.

[0118] The map information power of user-played daimyo changes over time, and accordingly, the map information power distribution map of user-played daimyo, the first map, also changes over time during gameplay. The map information power acquisition unit 12 constantly acquires information based on the abilities of each daimyo's head, the abilities of each daimyo's retainers, the number of provinces each daimyo controls, and each daimyo's intelligence gathering capabilities through ninjas, etc. Based on this information, the distribution map generation unit 13 constantly generates a map information power distribution map, and the map generation unit 14 continuously overlays the map information power distribution map at that time onto the map to generate the first map.

[0119] The center of the circle, which is the map-forming shape in game program 2, is the main castle of each daimyo. In the first map 63, the main castle of the Oda clan, the daimyo played by the user, at this point is Kiyosu Castle in Owari, and Kiyosu Castle is the center of the map-forming shape. The map information power acquisition unit 12 acquires information relating to the center of the main castle image displayed on the screen and generates a map information power distribution.

[0120] Figure 24 is an illustrative diagram 64 of the first map of the game program 2 according to the second embodiment.

[0121] As shown in Figure 24, the user plays as the Oda clan, and as time passes, their power expands, their base moves to Omi, and the first map 64 is based on information related to the map information power distribution map centered on the main castle 121. For the same modified map 61, the map information power acquisition unit 12 constantly acquires the map information power of the Oda clan, whose power increases and continues to grow over time. Based on this acquired information power, the distribution map generation unit 13 generates a new map information power distribution map as time passes, and the map generation unit 14 generates the first map 64. At this point, the main castle of the Oda clan, the daimyo played by the user, is Azuchi Castle 121 in Omi, and Azuchi Castle is the center of the map formation figure, and is larger than the image showing the main castle in Figure 23. Thus, the size of the image showing the main castle may change depending on the number of provinces controlled.

[0122] Figure 25 is an illustrative diagram 65 of the first map of the game program 2 according to the second embodiment.

[0123] As shown in Figure 25, the main castle 121, which is the center of the map information power distribution map, is displayed on the first map 65. Users can choose to hide the main castle 121, but displaying the center of the map information power distribution map that forms the basis of the first map 65 during gameplay, as shown in this figure, makes it easier for the user to understand and enhances the enjoyment of playing as a daimyo. Other castles can also be displayed, in which case the main castle will be colored red.

[0124] The distribution map generation unit 13 can generate a map information power distribution map not only from a single circular gradient shape, but also from multiple circular gradient shapes. The map information power related to the user-played daimyo can be expanded to include not only the user-played daimyo's map information power, but also the map information power of other daimyo with whom the user-played daimyo has formed alliances, thereby broadening the scope of the map it grasps.

[0125] Figure 26 is an illustrative diagram 66 of the first map of the game program 2 according to the second embodiment.

[0126] As shown in Figure 26, this is the first map 66 of the computer-generated daimyo Mori clan, generated based on the Mori clan's map information power at the same time as the first map 65. The center of the circular gradient shape related to the map information power distribution map that forms the basis of the first map 66 is the Mori clan's main castle 211. The map information power acquisition unit 12 acquires the map information power of other daimyo when a user-played daimyo forms an alliance with another daimyo.

[0127] Figure 27 is an illustrative diagram 67 of the first map of the game program 2 according to the second embodiment.

[0128] As shown in Figure 27, when the user-played daimyo, the Oda clan, forms an alliance with the Mori clan, the map information acquisition unit 12 acquires the Mori clan's map information. The extent to which the user acquires the Mori clan's map information is determined by the same information processing as in Figure 12.

[0129] Figure 28 is an illustrative diagram 68 of the first map of the game program 2 according to the second embodiment.

[0130] As shown in Figure 28, following Figure 27, when an alliance is formed with the Shimazu family, based in Satsuma, the Oda family, a user-played daimyo, is represented by the first map 68 at the point when they newly acquire the Shimazu family's map information power. The center of the circular gradient shape related to the distribution of the Shimazu family's map information power is the Shimazu family's main castle 221. When forming an alliance, the degree to which the map information power of the allied daimyo is acquired may vary depending on the parameter of the geographical distance between the daimyo's main castles.

[0131] Figure 29 is an example diagram 71 of a modified map of the game program 2 according to the second embodiment. It shows a magnified view of the area around Owari.

[0132] As shown in Figure 29, the screen where a user-played daimyo battles another user-played daimyo or a computer-controlled daimyo is explained. First, the map information of the battle location is explained. Castles and forts belonging to user-played daimyo are white, and castles and forts belonging to computer-controlled daimyo are gray. In Owari, which is almost entirely under the control of the Oda clan, there is one main castle 131 belonging to the user-played daimyo, two castles 132 belonging to the Oda clan, and two forts 133 belonging to the Oda clan. There are many castles and forts belonging to computer-controlled daimyo surrounding Owari, and within the area that can be seen in Figure 25, there is one main castle 231 belonging to a computer-controlled daimyo, two castles 232, and seven forts 233 belonging to computer-controlled daimyo.

[0133] Similar to Figures 14 to 18 in Game Program 1, Game Program 2 will explain the battle in Owari that takes place between the Oda clan, a daimyo played by the user, and the Imagawa clan, a daimyo played by the computer. Before that, however, we will explain how the map information capabilities of the user-played daimyo change during a battle or combat.

[0134] Figure 30 is a flowchart illustrating an example of information processing in the game program 2 according to the second embodiment.

[0135] As shown in Figure 30, in game program 2, when the map information power acquisition unit 12 detects that a battle has started in a specific country (referred to as "Country X"), the map information power may temporarily increase in Country X and adjacent countries (referred to as "countries where battles occur"), depending on the abilities of the lord of the user-played daimyo and all of his retainers. When the map information power acquisition unit 12 detects a general with a political power of 80 or more among the user-played daimyo and his retainers (S31 in Figure 30), the map information power acquisition unit 12 also detects a general with the special ability of intelligence gathering among the user-played daimyo and his retainers (S32, 35 in Figure 30). The user-played daimyo and his retainers are classified into the following four types. • A warlord with political power of 80 or higher and intelligence gathering abilities (Person A in Figure 30) • A general with a political power of 80 or higher, but no intelligence gathering ability (Person B in Figure 30) • A general with less than 80 political power and intelligence-gathering abilities (Person C in Figure 30) • A warlord with less than 80 political power and no intelligence gathering capabilities. The map information acquisition unit 12 acquires information related to the number of warlords of the four types mentioned above, and the map information power increases by "A / 5 + (B + C) / 10" every 10 days.

[0136] For example, if there are four generals with "political power of 80 or more and intelligence gathering ability" (A), five generals with "political power of 80 or more but no intelligence gathering ability" (B), and one general with "political power of less than 80 but intelligence gathering ability" (C), then 4 / 5 + (5 + 1) / 10 = 1.4 map information power will increase every 10 days, but only during the battle period. Game Program 2 is a real-time game, so the increase in map information power is continuous and increases with the passage of time. For example, if it increases by 1.4 every 10 days, then it increases by 1.4 / 10 = 0.14 per day.

[0137] For example, a general with a political power exceeding 90 and possessing the special ability of "intelligence gathering" is extremely rare (Hashiba Hideyoshi is one example), so the number of such rare generals should be given a larger weight, and instead of "A / 5", it could be "A / 2", for instance.

[0138] Thus, in Game Program 2, if the daimyo and their retainers have excellent generals, they not only have an advantage in battles and combat, but can also expect a significant increase in map information power, resulting in a great advantage. While combat is occurring, only the country where the combat is taking place will have increased map information power, giving them an advantage when conducting domestic affairs, foreign affairs, and strategic activities other than combat. Once the combat ends, the "temporary increase in map information power limited to the country where the combat occurred," as shown in the flowchart of Figure 30, is canceled, and the map information power of the user-controlled daimyo decreases. As long as combat continues even for a short time, the game is considered "in combat," so users can also play by making good use of the combat situation.

[0139] As shown in Figures 31 to 36 below, we will specifically explain the function of game program 2 in the context of a battle or combat in Owari Province, where the Oda and Imagawa clans are fighting, and the Saito clan from Mino Province joins the battle midway through.

[0140] Figure 31 is the first map of the game program 2 according to the second embodiment, and Figure 72 is an illustrative diagram showing the movement of the troops.

[0141] As shown in Figure 31, the map information power acquisition unit 12 constantly acquires the map information power of the Oda clan, the daimyo played by the user, and notifies the distribution map generation unit 13 of this map information power. The distribution map generation unit 13 constantly generates a map information power distribution map based on the information related to this map information power, and the map information power distribution map changes over time. The area around the main base castle 131 is fully visible, but the map gradually becomes unclear as you move away from the main castle 131. In the lower right of Figure 31, three Imagawa army units 411 are barely visible, and the user playing as the Oda clan is unaware of the Imagawa army units 411 and is not taking any countermeasures against them, such as deploying the Oda army.

[0142] Figure 32 is the first map of the game program 2 according to the second embodiment, and Figure 73 is an illustrative diagram showing the movement of the troops.

[0143] As shown in Figure 32, the user recognizes that Imagawa Army Unit 411, belonging to the computer-controlled daimyo Imagawa family, is continuing its advance toward Oda family's main castle 141. Since Imagawa Army Unit 411 is located near the border between Owari and Mikawa, its full extent is still unknown at this point, and the user confirms that it consists of three units. At this point, the user dispatches three units of Oda Army Unit 311 from castle 132, which belongs to the Oda family, with troop numbers of 5,000, 3,000, and 2,000. Since the user's own army information is known, Map 73 displays the number of soldiers for each unit of the user-played daimyo.

[0144] Figure 33 is the first map of the game program 2 according to the second embodiment, and Figure 74 is an illustrative diagram showing the movement of the troops.

[0145] As shown in Figure 33, the 311 Oda troops that have set out are heading towards the 411 Imagawa troops. At this point, the user does not know the number of soldiers or generals of the 411 Imagawa troops. Three units of the 411 Imagawa troops can be seen, but there is a possibility that there are more Imagawa troops behind them. The Oda clan, the daimyo played by the user, has a highly capable leader, Oda Nobunaga, and many excellent generals as vassals, so as shown in Figure 30, the map information power of the daimyo played by the user gradually increases over time without any special action being taken. At this point, the user wants to quickly find out the situation of the Imagawa troops and the number of troops in the Imagawa army. The user desires an increase in map information power that is higher than the expected increase. And since the number of troops in the Imagawa army cannot be determined regardless of the value of the map information power, the user orders the deployment of ninjas and intelligence units to strengthen map information power and to gather information on the enemy army's situation. Furthermore, a new unit with 4000 soldiers is deployed from castle 132, which belongs to the Oda clan.

[0146] Figure 34 is the first map of the game program 2 according to the second embodiment, and Figure 75 is an illustrative diagram showing the movement of the troops.

[0147] As shown in Figure 34, the ninjas and intelligence units deployed by the user further enhance the map information capabilities beyond the increase shown in the flow of Figure 30, making the map clearer and allowing for a better understanding of the enemy's situation. Oda forces unit 311 and Imagawa forces unit 411 make contact and begin fighting. The number of soldiers in Oda forces unit 311 decreases, and this number is displayed in real time. In this figure, the number is shown in units of 100, but it could also be displayed in units of 1. Furthermore, it is possible to set whether or not to display the number of soldiers. At this point, the user confirms that Saito forces unit 511, an ally of the Imagawa army, are advancing from Mino towards Honjo Castle 131, and considers how to respond.

[0148] Figure 35 is the first map of the game program 2 according to the second embodiment, and Figure 76 is an illustrative diagram showing the movement of the troops.

[0149] As shown in Figure 35, in addition to the increase in map information capabilities due to the abilities of the user-played daimyo's lord and retainers, the activities of ninjas and intelligence units further enhance map information capabilities over time. This increase in map information capabilities makes the map clearer, and the clear area expands compared to Figure 34. Furthermore, the number of soldiers in the Imagawa army (411) and the Saito army (511) is tracked. The display or hiding of soldier count information for both user-played and computer-played daimyo is optional.

[0150] Figure 36 is the first map of the game program 2 according to the second embodiment, and Figure 77 is an illustrative diagram showing the movement of the troops.

[0151] As shown in Figure 36, the map information capabilities of user-controlled daimyo are further enhanced, making the map clearer. Users who realize they are in a disadvantageous position in battle will deploy 9,000 troops (311 Oda troops) from the Oda clan's main castle (131), and additional troops (5,000 and 3,000 Oda troops) from castles belonging to the Oda clan (132). Through the activities of ninjas and intelligence units, as time passes and the map information capabilities increase, information such as the names of the leading generals, their abilities, and the types of units will be revealed, in addition to the number of soldiers in the Imagawa army's 411 units and the Saito army's 511 units.

[0152] As shown in Figures 31 to 36, the fact that users cannot recognize parts of the map, and that the map's shape is not a familiar one, makes it difficult to grasp the situation, which enhances the user's enjoyment. Furthermore, when a computer-controlled daimyo unexpectedly attacks, the unpredictability of the computer's behavior further enhances the user's enjoyment of the game.

[0153] [Third Embodiment] The third embodiment is a historical simulation game themed on the Sengoku period, in which the map information power and map information power distribution map of the user-played daimyo change under the influence of the computer-controlled daimyo and daimyo controlled by other users. The map forming shapes may change from circles to ellipses, and the map information power distribution map may become an elliptical gradient shape. In addition to the functions of game program 2, it includes a distribution map deformation unit 16.

[0154] Figure 37 is a block diagram illustrating the game program 3 according to the third embodiment.

[0155] As shown in Figure 37, the game program 3 includes a map registration unit 11, a map information power acquisition unit 12, a distribution map generation unit 13, a map generation unit 14, a deformed map generation unit 15, a distribution map deformation unit 16, and a map information database 21, a warlord information database 22, a daimyo information database 23, a map information power database 24, a map information power distribution map database 25, a first map database 26, a deformed map database 27, and a deformed distribution map database 28.

[0156] Figure 38 is a flowchart illustrating an example of information processing in the game program 3 according to the third embodiment.

[0157] As shown in Figure 38, in game program 3, the distribution map transformation unit 16 constantly acquires information on the heads of each daimyo family and their vassal generals. It then detects the political power and the presence or absence of the special ability "intelligence ability" of generals of daimyo families whose territories are adjacent to each other. Specifically, let's explain using the example of the user-played daimyo being the Oda family, with the Oda family controlling Owari and the Imagawa family controlling Mikawa, which is adjacent to Owari. The distribution map transformation unit 16 detects whether or not there are daimyo who control territories adjacent to the territories controlled by the Oda family. (S41 in Figure 38) If there are no daimyo who control territories adjacent to the territories controlled by the Oda family, the map information power distribution map of the Oda family is not changed. (S45 in Figure 38) At this point, the Oda family controls only Owari, and if there are daimyo who control Mikawa, Mino, and Ise, which are adjacent to Owari, the map information power distribution map of the Oda family may be affected.

[0158] The distribution map transformation unit 16 acquires information on the heads and vassal generals of both the Oda and Imagawa families in order to determine whether or not the Oda family's map information power distribution map is affected by the Imagawa family, which controls Mikawa, a neighboring province to the east of Owari. (S42 in Figure 38) The distribution map transformation unit 16 detects generals with a political power of 80 or more and generals with the special ability "Intelligence" for both the Oda and Imagawa families. The situation is as follows for the Oda and Imagawa families. Oda family A general with a political power of 80 or higher and "intelligence ability": D people A general with a political power of 80 or higher and no "intelligence ability": E person A general with a political power of less than 80 and possessing "intelligence capabilities": F people Imagawa family A warlord with a political power of 80 or higher and "intelligence ability": G person A general with a political power of 80 or higher and no "intelligence ability": H person A general with a political power of less than 80 and possessing "intelligence capabilities": 1 person The distribution map transformation unit 16 calculates and compares "2D (D multiplied by 2) + E + F" and "2G (G multiplied by 2) + H + I". (S43 in Figure 38) The values ​​obtained by this calculation formula are called the "intelligence power" of each daimyo family. If the Oda family's intelligence power "2D + E + F" is greater than or equal to the Imagawa family's intelligence power "2G + H + I", the distribution map transformation unit 16 does not change the Oda family's map information power distribution map. (S45 in Figure 38) However, if "2D + E + F" is less than "2G + H + I", the distribution map transformation unit 16 changes the Oda family's map information power distribution map. (S44 in Figure 38)

[0159] As an example, following the flowchart in Figure 38, we will compare the Oda and Imagawa families and specifically calculate and explain whether the Oda family's map information distribution map will be affected. Oda family Two warlords with a political power of 80 or higher and possessing "intelligence capabilities". Two warlords with a political power of 80 or higher and who do not possess "intelligence capabilities". One warlord with a political power of less than 80 and possessing "intelligence capabilities". Imagawa family Three warlords with a political power of 80 or higher and possessing "intelligence capabilities". One general with a political power of 80 or higher and no "intelligence ability". Three warlords with a political power of less than 80 and possessing "intelligence ability". Let's consider the abilities of the heads of the Oda and Imagawa families and their generals as described above. Oda family intelligence = 4+2+1=7 Imagawa family intelligence = 6+1+3=10 Since the Imagawa family's intelligence capabilities are higher than those of the Oda family, the distribution map of the Oda family's geographical information capabilities is influenced by the Imagawa family. The process by which the distribution map deformation section 16 modifies the distribution map of the Oda family's geographical information capabilities will be explained.

[0160] Figure 39 is an explanatory diagram 81 of the map of the game program 3 according to the third embodiment.

[0161] As shown in Figure 39, the distribution map deformation unit 16 acquires information relating to the Oda family's main castle 141 and the Imagawa family's main castle 241, with the Imagawa family's main castle 241 located to the east of the Oda family's main castle 141. Therefore, the Oda family's map information power distribution map may be affected from the east. If affected, the Oda family's map information power distribution map will deform to a shape pushed from the east. In other words, the map information power distribution map, which was a circular gradient shape, will be pushed from the east and become a long, narrow elliptical gradient shape running north-south, with the unclear areas enlarged. The map-forming shape of game program 3 may change from a circle to an ellipse, and the shape image has a gradient.

[0162] The distribution map deformation unit 16 similarly acquires information relating to the Oda family, the computer daimyo who control Mino, the northern neighbor of Owari, and Ise, the western neighbor, according to the information processing in Figure 38, and deforms the Oda family's map information power distribution map. For example, if the Oda family is influenced by the Saito family, who control Mino at this point, the Saito family's main castle is located north of the Oda family's main castle, so the influence comes from the north, and the Oda family's map information power distribution map is pushed from the north, causing the unclear areas in the north to expand.

[0163] The distribution map transformation unit 16 of game program 3 functions to change the map information power distribution map of the user-played daimyo from any of the four cardinal directions: east, west, north, or south. Here, it would also be possible to precisely measure the direction from the user-played daimyo's main castle to the computer daimyo's main castle and function to be influenced from that direction. A specific example will be explained by returning to Figure 39. Using the angle used in general mathematics, where east is 0 degrees and the angle progresses counterclockwise, the Imagawa family's main castle 241 is 330° from the Oda family's main castle 141. Therefore, the influence from the Imagawa family could also be defined as "from the 330° direction."

[0164] As shown in Figures 40 and 41 below, we will specifically explain the function of game program 3 in the context of a battle or combat in Owari Province, where the Oda and Imagawa clans are fighting, and the Saito clan from Mino Province also joins the battle.

[0165] Figure 40 is the first map of the game program 3 according to the third embodiment, and Figure 82 is an illustrative diagram showing the movement of the troops.

[0166] As shown in Figure 40, because the Imagawa family's intelligence capabilities surpass those of the Oda family, the distribution map transformation unit 16 generates the first map 82 based on the information acquired by the map information acquisition unit 12. In Figure 40, the situation of the Oda army units 311 and Imagawa army units 411 is the same as in Figure 33. The map information distribution map of the Oda family is affected by the Imagawa family to the east. The distribution map transformation unit 16 shrinks the circular gradient shape, which is the map-forming shape of the Oda family's map information distribution map, only in the east-west direction, and changes it to a vertically elongated elliptical gradient shape. Therefore, the first map 82 is a map in which the clarity of the eastern side is reduced.

[0167] Because the clarity of the eastern side of the map decreases, Figure 40 contains less map information than Figure 33, and only 2 out of 3 Imagawa army units (411) can be identified. Thus, when a computer-controlled daimyo with higher intelligence capabilities than a user-played daimyo is adjacent, the map information distribution map of the user-played daimyo is greatly affected.

[0168] Figure 41 is the first map of the game program 3 according to the third embodiment, and Figure 83 is an illustrative diagram showing the movement of the troops.

[0169] As shown in Figure 41, the map information acquisition unit 12 acquires new map information, and the distribution map transformation unit 16 transforms the first map generated by the distribution map generation unit 13 and the map generation unit 14 to generate the first map 83. The Oda family deploys ninjas and intelligence units early to strengthen their map information capabilities. Meanwhile, the Imagawa army units to the east have also deployed ninjas and intelligence units, so the situation and map situation of the Imagawa army units 411 to the east remain unclear. In Figure 41, the situations of the Oda army units 311, the Imagawa army units 411, and the Saito army units 511 are the same as in Figure 34. Figure 41 has less map information than Figure 34, making it difficult to understand the full extent of the Imagawa army units 411. The Oda family's intelligence capabilities are higher than those of the Saito family, so they are not affected by the Saito family to the north. Therefore, the extent to which information regarding Saito's Unit 511 is understood is the same as in Game Program 2, and the user's perception of Saito's Unit 511 in Figure 41 is about the same as in Figure 34.

[0170] As shown in Figures 40 and 41, the distribution map transformation unit 16 constantly acquires information on the intelligence capabilities of user daimyo, other user daimyo, and computer daimyo, and changes the map information power distribution map of user-played daimyo over time. For example, if a superior retainer of the Imagawa family is recruited by the Oda family, and as a result the Oda family's intelligence power exceeds that of the Imagawa family, the distribution map transformation unit 16 changes the map information power distribution map of the Oda family, which was influenced by the Imagawa family, from an elliptical gradient shape to a circular gradient shape.

[0171] [Fourth Embodiment] The fourth embodiment is a historical simulation game themed on the Sengoku period, and is a game program 4 that, in addition to the functions of the game program 2 of the second embodiment, is equipped with a terrain information acquisition unit 17 and a modified map generation unit 18.

[0172] Figure 42 is a block diagram illustrating the game program 4 according to the fourth embodiment.

[0173] As shown in Figure 42, the game program 5 includes a map registration unit 11, a map information power acquisition unit 12, a distribution map generation unit 13, a map generation unit 14, a deformed map generation unit 15, a terrain information power acquisition unit 17, a modified map generation unit 18, and a map information database 21, a warlord information database 22, a daimyo information database 23, a map information power database 24, a map information power distribution map database 25, a first map database 26, a deformed map database 27, a terrain information power database 29, and a modified map database 30.

[0174] Figure 43 is a diagram illustrating the functional configuration of the game program 4 according to the fourth embodiment.

[0175] As shown in Figure 43, in the deformed map generated by the deformed map generation unit 15, the terrain information power acquisition unit 17 acquires terrain information power from the user, and based on this terrain information power, the modified map generation unit 18 modifies the deformed map and generates a modified map.

[0176] Figure 44 is an example diagram 91 of a modified map of the game program 4 according to the fourth embodiment.

[0177] As shown in Figure 44, the deformed map generation unit 15 stretches and deforms Figure 21 by 200% only in the east-west direction. The game program 4 designates a specific map as the "correct map," and the user plays on a deformed map created by the deformed map generation unit 15 from that "correct map." The deformed map generation unit 15 has the function of generating a deformed map by enlarging or shrinking the "correct map" in at least one direction. In this example, the "correct map" is Figure 21.

[0178] The functions of the deformed map generation unit 15 will be explained again. As described in the second embodiment, the deformed map generation unit 15 has the function of deforming the map by moving at least one map contact point in at least one direction of east, west, north, or south, or the function of deforming the map by enlarging or shrinking in at least one direction. The deformed map generation unit 15 has the function of changing the border lines and deforming the original map to generate the "correct map" in the game. The deformed map generation unit 15 considers the map information acquired by the map registration unit 11, or the map information generated by the deformed map generation unit 15, as the "correct map," and the function of deforming the "correct map" is limited to deformation that enlarges or shrinks in at least one direction by a predetermined ratio. Figure 44 is an "incorrect map," and the terrain information power acquisition unit 17 acquires information related to the user's terrain information power, and the corrected map generation unit 18 has the function of correcting Figure 44, which is the "incorrect map." In the game program 4, the process of correcting this "incorrect map" enhances the enjoyment of the game.

[0179] Figure 45 is an illustrative diagram 92 of the first map of the game program 4 according to the fourth embodiment. Figure 45 is a magnified view of the area around Mino.

[0180] As shown in Figure 45, based on the information acquired by the map information acquisition unit 12 in Figure 44, the distribution map generation unit 13 generates the map map. Map information distribution map The map generation unit 14 generates the first map, Figure 45. The map-forming shape of the game program 4 is a circle, and the shape image has a gradient. The center of the circular gradient shape of the map information power distribution map is Honjo 161.

[0181] Figure 46 is an example diagram 93 of a modified map of the game program 4 according to the fourth embodiment.

[0182] As shown in Figure 46, based on the terrain information acquired by the terrain information acquisition unit 17, the corrected map generation unit 18 stretches the deformed map 92 in Figure 45 in the north-south direction to generate the corrected map 93. The corrected map 93 is a figure obtained by enlarging the deformed map 92 by 150% only in the north-south direction. The corrected map, Figure 46, is much closer to the "correct map," Figure 21, which is the correct map in this game.

[0183] Figure 47 is an example diagram 94 of a modified map of the game program 4 according to the fourth embodiment. Figure 47 is a magnified view of the area around Mino.

[0184] As shown in Figure 47, the map generation unit 14 generates Figure 47 by overlaying the map information power distribution map onto Figure 46. The center of the circular gradient shape in the map information power distribution map is Honjo 171. The map information power distribution map in Figure 45 and the map information power distribution map in Figure 47 are identical. Comparing Figure 47 with Figure 45, it can be seen that it changes according to the differences between Figure 46 and Figure 44. It changes from Figure 45, which is the first map based on Figure 44, to Figure 47, which is the first map based on Figure 46. The location of Honjo is closer to the correct map information in Figure 47, Honjo 171, than in Figure 45, Honjo 161.

[0185] Game program 4, following a flow similar to that shown in Figure 8, allows terrain information power to change individually over time, regardless of specific user actions or the occurrence of predetermined events, if the political power of the daimyo's head is high.

[0186] As shown in Figures 48 to 51 below, we will specifically explain the function of game program 4 in the context of a battle or combat in Owari Province, where the Oda and Imagawa clans are fighting, and the Saito clan from Mino Province joins the battle midway through.

[0187] Figure 48 is the first map of the game program 4 according to the fourth embodiment, and Figure 95 is an example diagram showing the movement of the troops.

[0188] As shown in Figure 48, at the beginning of the game, the terrain information of the Oda clan, a daimyo played by the user, is low, and the corrected map is almost the same as a distorted map. Castles and fortresses belonging to the user-played daimyo are white, and castles and fortresses belonging to the computer-controlled daimyo are gray. In Owari, which is almost entirely under the control of the Oda clan, there is one main castle (headquarters castle) of the user-played daimyo Oda clan (181), two castles (182) belonging to the Oda clan, and two fortresses (183) belonging to the Oda clan. Around Owari, within the user's reach, one main castle (281) belonging to the computer-controlled daimyo, one castle (282) belonging to the computer-controlled daimyo, and two fortresses (283) belonging to the computer-controlled daimyo can be confirmed.

[0189] The Imagawa army is advancing into Owari, with 421 units of the Imagawa army marching toward Owari in three separate units. However, in the first map, which is based on information related to the map information distribution map, the 421 units of the Imagawa army are located in an area with low transparency, so users are unaware of their presence.

[0190] Game program 2, which does not have the functionality of the corrected map generation unit 18, uses a map that is inaccurate compared to modern times, but is based on the understanding of maps from that era as "the correct map of the Sengoku period." In contrast, game program 4, which has the functionality of the terrain information acquisition unit 17 and the corrected map generation unit 18, uses a corrected map, allowing the user to play on a map that is different from "the correct map of the Sengoku period." Therefore, the different sense of distance and position compared to "the correct map of the Sengoku period" will affect the flow of the game. The deformed map 91, which is the basis for the first map 95, is a map that is deformed by stretching "the correct map of the Sengoku period" by 200% only in the east-west direction. Therefore, compared to "the correct map of the Sengoku period," the user's perception of the east-west direction is "incorrect by 200%." ​​As a result, the speed of advance in the north-south direction is roughly correct, but the user's perception of the east-west direction differs from reality, and the speed of advance in the east-west direction of other daimyo families appears "fast" to the user.

[0191] Figure 49 is the first map of the game program 4 according to the fourth embodiment, and Figure 96 is an example diagram showing the movement of the troops.

[0192] As shown in Figure 49, the flow in Figure 30 increases the Oda clan's map information capabilities, making the map clearer than in Figure 48. Against the advance of Imagawa troops numbering 421, Oda troops numbering 5,000 and 3,000 (321 units) are dispatched from castle 182, which belongs to the Oda clan. Due to the user daimyo's low level of terrain information capabilities, the user's perception of the east-west direction differs from reality, making the Imagawa troops numbering 411 appear relatively faster. From the user's perspective, who mistakenly perceives the east-west distance as twice as long, Imagawa troops numbering 421 appear to be moving quickly in the east-west direction and showing signs of heading towards Oda's main castle 181. At this point, the user dispatches troops numbering 5,000 and 3,000 from castle 182, which belongs to the Oda clan, but the timing is slightly delayed compared to the Imagawa army's advance speed.

[0193] The user deploys ninjas or intelligence units to further increase the Oda clan's map-based intelligence and gather information on the Imagawa army's 42 units, including their troop counts, the names of their commanders, and their abilities. Furthermore, the user-controlled Oda clan requests reinforcements from the neighboring Saito clan of Mino Province, with whom they are allied.

[0194] Figure 50 is an example 97 showing the movement of troops on the first map of the game program 4 according to the fourth embodiment.

[0195] As shown in Figure 50, the map gradually becomes clearer, and with the further increase in the Oda clan's map information capabilities, the map becomes even clearer than in Figure 49. It becomes clear that the Imagawa army's 421 troops, which are advancing at a high speed, intend to invade the Oda clan's main castle at 121, which is the user-played daimyo. The user then dispatches another 321 Oda army troops of 9000 and 6000 from the Oda clan's main castle at 181. The speed at which the troops advance may vary depending on each daimyo's terrain information capabilities, the political power of the daimyo's head, and the political power of the generals leading the troops. Parameters such as leadership or command ability, which affect map and terrain-related abilities, can be set for each daimyo and general, and the speed at which the troops advance may also vary depending on these parameters.

[0196] Figure 51 is an example 98 showing the movement of troops on the first map of the game program 4 according to the fourth embodiment.

[0197] As shown in Figure 51, similar to Figures 31 to 36, the Oda clan's map information power increases over time due to the political and intelligence capabilities of Oda Nobunaga, the head of the Oda clan, and the excellent retainers of the Oda clan, and the map becomes clearer little by little. The map information power distribution map generated by the distribution map generation unit 13 changes, and the map that the user can see expands to the first map 98. Imagawa army unit 421 reaches the vicinity of main castle 181 and battle with Oda army unit 321 begins. The user then dispatches a force of 6,000 from castle 182, which belongs to the Oda clan, to relieve main castle 181. Allied Saito army unit 511 dispatches and attempts to attack Imagawa army unit 421 from behind. Since the north-south direction recognition of the deformed map 91, which is the basis of the first map 98, is correct, the advance speed of Saito army unit 511 is correct, and the situation is easy for the user to judge during gameplay.

[0198] Game program 4 is characterized by the fact that, based on the user's terrain information ability, the terrain information ability acquisition unit 17 and the modified map generation unit 18 deform the modified map over time, changing the degree to which the user understands the map's terrain. There are various ways of thinking about how much the speed of the army's advance is affected by the modified map. It is possible to think that even if the map is different, it will have little to no effect on real movement or advance. On the other hand, when moving from one place to another, human perception relies heavily on the map, so it may be possible to set a new terrain information ability or a specific information ability and change the speed of the daimyo's advance that the user is playing based on that information. Game program 4 not only limits the map information that the user daimyo can grasp depending on the degree of map information ability, but also deforms the map itself. Therefore, regarding map information that is unclear and therefore even more inaccurate, the enjoyment of the game is greatly enhanced by a parameter that allows for a two-stage information grasp. [Industrial applicability]

[0199] The game program, information processing method, and information processing device according to the present invention make it possible to create new game programs, information processing methods, and information processing devices in historical simulation games, role-playing games, etc., because the map information perceived by the user changes over time, thereby greatly contributing to significantly improving the user's enjoyment of the game. [Explanation of symbols]

[0200] 1 ···Game Program 1 2 ···Game Program 2 3 ···Game Program 3 4 ···Game Program 4 11. Map Registration Department 12. Map Information Acquisition Department 13. Distribution map generation section 14. Map Generation Section 15. Deformed Map Generation Unit 16. Distribution map deformation section 17...Terographic information acquisition department 18. Correction Map Generation Unit 21...Map Information Database 22. Warlord Information Database 23. Daimyo Information Database 24. Map Information Database 25. Map Information Power Distribution Map Database 26. First Map Database 27. Transformed Map Database 28. Deformed Distribution Map Database 29. Topographic Information Database 30. Revised Map Database 31. User terminal 41...Map 42, 43...Explanatory diagram of the map information distribution map 44, 45... Map 1 46, 47... Diagrams explaining the changes in map information capabilities 48... Map 1 51...Map 52, 53, 54, 55, 56... Map 1 61...Deformed Map 62. Explanation of the map information distribution map. 63, 64, 65, 66, 67, 68... Map 1 71...Deformed Map 72, 73, 74, 75, 76, 77... Map 1 81...Deformed Map 82, 83... Map 1 91...Deformed Map 92... Map 1 93... Revised Map 94, 95, 96, 97, 98... Map 1 101, 111, 121, 131, 141, 151, 161, 171, 181... Oda clan's main castles played by users 102, 132, 152, 182... Castles belonging to the Oda clan played by the user. 103, 133, 153, 183... Fortresses belonging to the Oda clan played by the user. 201, 211, 221, 231, 241, 251, 281... Main castles of daimyo played by the computer or other users. 202, 232, 252, 282... Daimyo castles played by the computer or other users. 203, 233, 253, 283... Fortresses of daimyo played by the computer or other users. 301, 311, 321... Units of the Oda clan played by users 401, 411, 421, 431, 511... Units of daimyo played by the computer or other users.

Claims

1. The information processing device includes a map registration unit that registers map information related to maps, Map information acquisition unit that acquires map information A distribution map generation unit that generates a map information power distribution map based on the aforementioned map information power information, Map generation unit that generates the first map, To make it function as, The aforementioned map information capability is a parameter indicating the degree to which information related to the map is acquired, and it changes individually over time, regardless of specific user operations or the occurrence of predetermined events. The aforementioned map information power distribution map is based on the information relating to the map information power and consists of graphic images, which are images of at least one map-forming shape, and is a map that changes over time. The aforementioned map-forming figure is a figure in a hypothetical two-dimensional plane that is a circle, ellipse, or planar shape where at least one end of a line segment or curve is connected to the other, thus closing the shape. The aforementioned graphic image is an image that has at least one of transparency and gradient, and whose degree of transparency changes based on the information relating to the map information. A game program characterized in that the first map is a map based on information relating to the map and information relating to the map information distribution map.

2. The aforementioned information processing device A deformed map generation unit that deforms the map by moving at least one map junction in at least one direction, or deforms the map by enlarging or shrinking it in at least one direction, It is characterized by being able to function even more as The aforementioned map junction is a point at the end of a map line, The aforementioned map line is a line segment or curve that indicates a boundary on the map. The game program according to claim 1.

3. The aforementioned information processing device A distribution map deformation unit that deforms the aforementioned map information power distribution map by enlarging or shrinking it in at least one direction to generate a deformed distribution map. It is characterized by being able to function even more as The aforementioned deformation distribution diagram is a diagram that changes over time. The game program according to claim 1.

4. The information processing device comprises a terrain information acquisition unit that acquires terrain information, Based on the information relating to the topographic information, a modified map generation unit transforms the deformed map by enlarging or shrinking it in at least one direction, and generates a modified map. It is characterized by being able to function even more as The game program according to claim 2, wherein the aforementioned topographic information capacity is a parameter indicating the degree to which information relating to the topography of the map is acquired, and changes over time.

5. The aforementioned terrain information capacity is characterized by changing individually regardless of specific user operations or the occurrence of predetermined events. The game program according to claim 4.

6. The aforementioned map-forming figure is characterized by being a concentric arc-shaped ring, The aforementioned concentric arc-shaped ring has a shape in which, in the hypothetical two-dimensional plane, at least one circle with a different radius centered on the ring's center point cuts out the circle located inside each of those circles. The ring center point is a point on the fictitious two-dimensional plane, based on information unique to the user. A game program according to any one of claims 1 to 5.

7. The aforementioned map-forming figure is characterized by being a circle, The center of the circle is a point on the hypothetical two-dimensional plane, based on information specific to the user. A game program according to any one of claims 1 to 5.

8. The aforementioned information processing device includes a specific status registration unit that registers a specific status, Trend information acquisition unit that acquires trend information A trend notification unit that notifies the specific situation based on information relating to at least one of the aforementioned trend information capacity and the aforementioned map information capacity. It is characterized by being able to function even more as The aforementioned trend information capability is a parameter that indicates the degree to which information related to the aforementioned specific situation is acquired. A game program according to any one of claims 1 to 5.

9. The aforementioned trend notification unit is characterized by comprising a function for notifying correct specific conditions and a function for notifying incorrect specific conditions. The game program according to claim 8.

10. Information processing methods An information processing method performed by an information processing device, A map registration means for registering map information related to a map. Means for acquiring map information capabilities, Distribution map generation means for generating a map information power distribution map based on the aforementioned map information power information, Map generation means for generating a first map, To make it function as, The aforementioned map information capability is a parameter indicating the degree to which information related to the map is acquired, and it changes individually over time, regardless of specific user operations or the occurrence of predetermined events. The aforementioned map information power distribution map is based on the information relating to the map information power and consists of graphic images, which are images of at least one map-forming shape, and is a map that changes over time. The aforementioned map-forming figure is a figure in a hypothetical two-dimensional plane that is a circle, ellipse, or planar shape where at least one end of a line segment or curve is connected to the other, thus closing the shape. The aforementioned graphic image is an image that has at least one of transparency and gradient, and whose degree of transparency changes based on the information relating to the map information. An information processing method characterized in that the first map is a map based on information relating to the map and information relating to the map information distribution map.

11. Information processing device Map registration unit for registering map information related to maps, Map information acquisition unit that acquires map information A distribution map generation unit that generates a map information power distribution map based on the aforementioned map information power information, Map generation unit that generates the first map, Equipped with, The aforementioned map information capability is a parameter indicating the degree to which information related to the map is acquired, and it changes individually over time, regardless of specific user operations or the occurrence of predetermined events. The aforementioned map information power distribution map is based on the information relating to the map information power and consists of graphic images, which are images of at least one map-forming shape, and is a map that changes over time. The aforementioned map-forming figure is a figure in a hypothetical two-dimensional plane that is a circle, ellipse, or planar shape where at least one end of a line segment or curve is connected to the other, thus closing the shape. The aforementioned graphic image is an image that has at least one of transparency and gradient, and whose degree of transparency changes based on the information relating to the map information. An information processing device characterized in that the first map is a map based on information relating to the map and information relating to the map information distribution map.

Citation Information

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