Program and Information Processing Device

JP7920551B2Active Publication Date: 2026-09-15SEGA CORP
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Patent Information

Application Number
JP2021183847
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-11
Publication Date
2026-09-15
Estimated Expiration
2041-11-11

AI Technical Summary

Benefits of technology

【0017】 本発明によれば、物品の配置情報を有効活用することできる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program which can effectively utilize arrangement information of an article.SOLUTION: A program for executing a game that acquires an article by controlling a crane with an operation of a player causes a computer to function as: image acquisition means 72 which acquires a field image of a game field in which an article is arranged; analysis means 74 which acquires arrangement information of the article in the game field by analyzing the field image acquired by the image acquisition means 72; and output means 76 which outputs the arrangement information acquired by the analysis means 74.SELECTED DRAWING: Figure 4
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Description

[[Technical Field]]

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

[0002] Conventionally, crane games are known in which a player operates a gripping part such as a crane to move it, and the gripping part is used to acquire an article such as a prize placed on a game field.

[0003] Regarding this crane game, for example, the following Patent Document 1 describes a technique for generating device information in which game settings are associated with a field image obtained by capturing the game field when the settings are made. In this technique, by storing not only the game settings but also a field image including the arrangement information of articles at the time of the settings, the game settings and the arrangement information of articles at the time of the settings can be collectively grasped. [[Prior Art Documents]] [[Patent Documents]]

[0004] [[Patent Document 1]] Japanese Patent Laid-Open No.2018-166642 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]

[0005] Generally, arrangement information of articles in a crane game is related to the difficulty of the game and the player's willingness to challenge, so it is required to be effectively utilized. However, in the above technique, since a user needs to grasp the arrangement information of articles from the field image itself, there is a possibility that the arrangement information of articles included in the field image cannot be effectively utilized.

[0006] The present invention has been made in view of such a problem, and an object of the present invention is to provide a program and an information processing apparatus that can effectively utilize arrangement information of articles. [Means for solving the problem]

[0007] A program according to a first aspect of the present invention is a program for executing a game in which a player controls a gripping part to acquire an item, wherein the computer functions as an image acquisition means for acquiring an image of a game field on which the items are placed, an analysis means for analyzing the image acquired by the image acquisition means to acquire information on the placement of the items in the game field, and an output means for outputting the placement information acquired by the analysis means.

[0008] A program according to a second aspect of the present invention further causes the computer to function as a position acquisition means that acquires information indicating the target position of the gripping part on the item in a past play based on the arrangement information output by the output means and the arrangement information in a past play, and a display control means that displays and controls the target position based on the information acquired by the position acquisition means.

[0009] In the program according to the third aspect of the present invention, the position acquisition means acquires information indicating a plurality of target positions corresponding to a plurality of past plays, and the display control means displays and controls the plurality of target positions as a two-dimensional distribution map.

[0010] In a program according to a fourth aspect of the present invention, the display control means displays the target position when a predetermined value medium is consumed in addition to the value medium for executing the play.

[0011] In the program according to the fifth aspect of the present invention, the display control means displays and controls the target position based on the player's status.

[0012] A program according to the sixth aspect of the present invention further causes the computer to function as a performance control means that performs performance control according to the arrangement information output by the output means.

[0013] In a program according to a seventh aspect of the present invention, the analysis means analyzes the image acquired by the image acquisition means to obtain type information of the item in the game field, the output means outputs the type information acquired by the analysis means, and the performance control means performs performance control according to the type information output by the output means.

[0014] The program according to the eighth aspect of the present invention further functions the computer as an acquisition determination means for determining whether or not the item has been acquired, and the performance control means performs performance control according to the arrangement information output by the output means when the acquisition determination means determines that the item has not been acquired.

[0015] In the program according to the ninth aspect of the present invention, the arrangement information includes information indicating the arrangement relationship between the article and other articles included in the image.

[0016] An information processing device according to the tenth aspect of the present invention is an information processing device for executing a game in which a player controls a gripping part to acquire an item, and comprises: an image acquisition means for acquiring an image of a game field on which the items are placed; an analysis means for analyzing the image acquired by the image acquisition means to acquire information on the placement of the items in the game field; and an output means for outputting the placement information acquired by the analysis means. [Effects of the Invention]

[0017] According to the present invention, information on the arrangement of articles can be effectively utilized. [Brief explanation of the drawing]

[0018] [Figure 1] This document shows an example of the overall configuration of the game system according to this embodiment. [Figure 2] This block diagram shows an example of the hardware configuration of the server device shown in Figure 1. [Figure 3]It is a diagram showing an example of the hardware configuration of the crane game apparatus shown in Fig. 1. [Figure 4] It is a block diagram showing an example of the functional configuration of the game system according to the present embodiment. [Figure 5A] It is a schematic diagram of a field image. [Figure 5B] It is a schematic diagram of a field image. [Figure 5C] It is a schematic diagram of a field image. [Figure 6] It is a diagram showing an example of an arrangement information table. [Figure 7] It is a diagram showing an example of an effect information table. [Figure 8A] It is a diagram showing an example of a game screen displayed on a display of a smartphone as a terminal device. [Figure 8B] It is a diagram showing an example of a game screen displayed on a display of a smartphone as a terminal device. [Figure 8C] It is a diagram showing an example of a game screen displayed on a display of a smartphone as a terminal device. [Figure 9] It is a flow chart showing an example of the processing flow performed by each functional unit shown in Fig. 4 in the game system according to the present embodiment. [Figure 10] It is a flow chart showing an example of the detailed flow of effect control processing. MODE FOR CARRYING OUT THE INVENTION

[0019] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described in detail with reference to the accompanying drawings. To facilitate understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and repeated descriptions are omitted.

[0020] Overall Configuration Fig. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the present embodiment.

[0021] As shown in Figure 1, the game system 1 comprises a server device 10, one or more crane game devices 12, and one or more terminal devices 16. These server device 10, crane game devices 12, and terminal devices 16 are configured to communicate with each other via a communication network NT such as an intranet, the internet, or a telephone line. The game system 1 according to this embodiment provides an online crane game, known as a net catcher, in which player operation information received by the terminal device 16 is transmitted to the server device 10, and the crane game devices 12 are operated remotely via the server device 10. This online crane game is played, for example, using an application program (game program) installed on the terminal device 16.

[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of each crane game machine 12 and terminal device 16 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to the players of the crane game machines 12 and terminal devices 16.

[0023] Each crane game machine 12 is installed in amusement facilities such as warehouses, amusement parks, and game centers, and is an information processing device that provides games to each player after the game program 14 received from the server device 10 is installed and executed.

[0024] Each terminal device 16 is an information processing device owned by each player, which provides the game to each player by installing and executing the game program 14 received from the server device 10. Examples of these terminal devices 16 include smartphones, mobile phones, tablets, and personal computers.

[0025] <Hardware Configuration> Figure 2 is a block diagram showing an example of the hardware configuration of the server device 10 shown in Figure 1.

[0026] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0028] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26 sends and receives various types of information with, for example, the crane game machine 12 and the terminal device 16.

[0029] The storage device 28 is composed of a hard disk or the like. The storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0030] The server device 10 can be implemented using a dedicated or general-purpose server computer or other information processing device. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 16 may be similar to that of the server device 10, except for, for example, the inclusion of operating means and display devices.

[0031] Figure 3 shows an example of the hardware configuration of the crane game device 12 shown in Figure 1.

[0032] As shown in Figure 3, the crane game device 12 comprises a base 30 and a box-shaped prize storage section 32 provided on the base 30. A play space S is formed inside the prize storage section 32, and a game field 34, which is a prize placement platform, is provided. Prizes P, such as stuffed animals and miscellaneous goods, are placed on the game field 34. A crane 36, which serves as a gripping part, is provided above the game field 34. The crane 36 can move forward, backward, left, right, and up and down within the play space S based on the player's operation, to grip the prizes P and release the gripped prizes P.

[0033] The prize storage section 32 has transparent glass on its front and left and right sides, allowing the prizes P to be visible from the outside. A monitor 38 is installed on the rear (back side) of the prize storage section 32. The monitor 38 displays various visual effects. A camera 40 is installed, for example, on the ceiling of the crane game machine 12. The camera 40 captures images of the game field 34 from above. The image of the game field 34 captured by the camera 40 is hereinafter referred to as the "field image". This field image can be displayed on the monitor 38 or on the display of the terminal device 16. In addition to the camera 40, cameras that capture images of the game field 34 may be installed outside the crane game machine 12, such as on the front or sides of the prize storage section 32. Furthermore, there may be multiple cameras that capture images of the game field 34, rather than just one.

[0034] The game field 34 is divided into a first area 46 and a second area 48. Each divided area is made up of removable panels. By removing either panel, a drop-off opening 50 for dropping prizes P can be formed. When prizes P are placed in the first area 46 and the drop-off opening 50 is formed in the second area 48, the player can win prizes P if they can move prizes P from the first area 46 to the drop-off opening 50 in the second area 48. A sensor may also be provided below the drop-off opening 50 to detect when prizes P have fallen from the opening 50 and the player has won prizes P. In this embodiment, the won prizes P are mailed to the player.

[0035] A prize stock space 52 is formed inside the base 30 to accommodate the prizes P that fall from the drop opening 50. A prize retrieval opening 54 is formed on the front of the base 30 for retrieving the prizes P that have fallen into the prize stock space 52.

[0036] An operating console 56 is provided on the front side of the base 30. The operating console 56 is equipped with a coin slot 58, an IC (Integrated Circuit) card reader 60, an operation unit 62, and a setting display unit 64. To start the game, the player inserts coins into the coin slot 58 or touches an IC card charged with electronic money to the IC card reader 60 as a medium of value to play. In this embodiment, when starting the game, the player can also consume the medium of value on an application program installed on the terminal device 16 without having to go in front of the actual crane game machine 12.

[0037] The control unit 62 has control buttons 62a and 62b for the player to move the crane 36. The control unit 62 receives input signals based on the player's operations. Control button 62a is a button to move the crane 36 in the left-right direction (X direction), and control button 62b is a button to move the crane 36 in the forward-backward direction (Y direction). As a variation, the crane 36 may be moved forward, backward, left, and right using a joystick. In this embodiment, the control unit displayed on the display of the terminal device 16 receives input signals based on the player's operations.

[0038] A touch panel is installed on the settings display unit 64. The settings display unit 64 has an input function for the administrator to input game setting information and a display function to display information related to the game, such as the operation method of the operation unit 62 and game results. The crane game device 12 is also equipped with a speaker (not shown), external connection terminals, etc.

[0039] The crane 36 is a gripping unit controlled by the player's operation and has an arm 66 capable of gripping and releasing the prize P. The crane 36 includes a motor that drives the arm 66 to open and close. The crane 36 grips and releases the prize P by opening and closing the arm 66.

[0040] The crane 36 is movable along a guide rail (not shown) installed on the top of the prize storage section 32 and is driven by a crane drive unit 68. The crane drive unit 68 includes a movement mechanism that drives the crane 36 in the horizontal (X direction) and vertical (Y direction) directions, and a lifting mechanism that drives it in the vertical (Z direction) direction. The movement mechanism includes an X-direction motor and a Y-direction motor. The lifting mechanism includes a Z-direction motor. The crane drive unit 68 can move the crane 36 to any position in the play space S.

[0041] <Functional Configuration> Figure 4 is a block diagram showing an example of the functional configuration of the game system 1 according to this embodiment.

[0042] As shown in Figure 4, the server device 10 in the game system 1 has the following functional configuration: storage means 70, image acquisition means 72, analysis means 74, output means 76, position acquisition means 78, display control means 80, crane control means 82, acquisition determination means 84, and performance control means 86. These functional configurations are realized by the control device 20 of the server device 10 executing the game program 14. Note that all or part of these functional configurations may be provided by the crane game device 12 or the terminal device 16. For example, the server device 10 may have the storage means 70, analysis means 74, output means 76, and position acquisition means 78; the crane game device 12 may have the image acquisition means 72, crane control means 82, and acquisition determination means 84; and the terminal device 16 may have the display control means 80 and performance control means 86.

[0043] The memory means 70 stores, for example, a trained model 70A, a placement information table 70B, and a performance information table 70C.

[0044] The trained model 70A is a trained model constructed based on a predetermined machine learning algorithm using images of prize P as training data. This trained model 70A is constructed, for example, by collecting and training images of prize P before the release of the game system 1. This trained model 70A is used, for example, when outputting type information and placement information of prize P by analyzing field images using the analysis means 74 to infer what kind of prize P is shown in the field image. Type information is information indicating the type of prize P, such as the product name, character name, or type of prize P. Placement information is information indicating the placement of prize P in the game field 34. The placement of prize P in the game field 34 indicates how the prize P itself is placed in the game field 34, and includes the shape, size, position, and orientation of prize P.

[0045] Furthermore, in this embodiment, the placement information includes not only the placement of the prize P itself, but also information indicating the placement relationship between the prize P and other objects included in the field image. For example, the placement information includes the relative distance between the prize P and the crane 36, and the relative distance between the prize P and the drop-off opening 50 from which the prize P is dropped. The relative distance between the prize P and the crane 36 is, for example, the distance between the center coordinates of the prize P and the center coordinates of the crane 36. The relative distance between the prize P and the drop-off opening 50 is, for example, the distance between the center coordinates of the prize P and the center coordinates of the drop-off opening 50. Note that these relative distances between each object are not limited to the distance between the center coordinates of each object, but may be the distance between any position coordinates of each object.

[0046] Figures 5A to 5C are schematic diagrams of field images. As shown in Figures 5A to 5C, each field image 100 includes a crane 36, a drop-off point 50, and a prize P. In each field image 100 of Figures 5A to 5C, the arrangement of the prize P in the game field 34 is the same, but the arrangement relationship between the prize P and the crane 36 or the arrangement relationship between the prize P and the drop-off point 50 differs. For example, the relative distance between the prize P and the crane 36 is different in the field image 100 of Figure 5A and the field image 100 of Figure 5B. Also, the relative distance between the prize P and the drop-off point 50 is different in the field image 100 of Figure 5A and the field image 100 of Figure 5C. Thus, even if the arrangement of the prize P in the game field 34 is the same, the arrangement relationship between the prize P and other objects included in the field image may differ, resulting in different information about the placement of the prize P. In this embodiment, not only is the arrangement of prizes P in the game field 34 taken into consideration, but arrangement information that takes into account the arrangement relationship between prizes P and other objects included in the field image is utilized.

[0047] Returning to Figure 4, the placement information table 70B is a data table that stores placement information from past plays, information indicating the target position of the crane 36 for prize P in those past plays, and whether or not prize P was won in those past plays, all associated with the user ID and play ID.

[0048] Figure 6 shows an example of a placement information table 70B. As shown in Figure 6, the placement information table 70B stores, for example, user ID 102, level 104, play ID 106, placement information 108, target position 110, and acquisition status 112, all associated with each other.

[0049] User ID 102 is identification information that identifies the user who played in the past. Level 104 is identification information that identifies the level of the past player, for example, in descending order of level value, such as "Advanced," "Intermediate," and "Beginner." Play ID 106 is identification information that identifies the content of the past play.

[0050] The placement information 108 is the placement information of prize P in past play. The placement information 108 shows the result output by image analysis of the field image 100 captured by the camera 40 at a predetermined timing in past play. Here, the predetermined timing is, for example, the timing before the player starts operations in the play mode in which the player plays the game, but it may be any other timing. The placement information 108 may be associated with one play ID 106, or multiple pieces of placement information may be associated with one play ID 106.

[0051] The target position 110 is coordinate information indicating the position that the crane 36 aimed at relative to the prize P in response to the player's actions during past play. The target position 110 is, for example, the gripping position of the crane 36, and is indicated by the coordinates of the center of the crane 36 when it gripped or attempted to grip the prize P.

[0052] The acquisition status 112 indicates whether or not the player was able to acquire prize P in a past play session when the crane 36 aimed for the prize P in response to the player's actions. The acquisition status 112 is identified as "×" if the player was not able to acquire prize P, and "〇" if the player was able to acquire prize P.

[0053] Returning to Figure 4, the performance information table 70C is a data table that stores arrangement information and performance information corresponding to that arrangement information in a mutually related manner.

[0054] Figure 7 shows an example of a performance information table 70C. As shown in Figure 7, the performance information table 70C stores, for example, placement information 114 and performance information 116 in correspondence with each other.

[0055] The placement information 114 is the placement information of prizes P in past play. In this embodiment, the placement information 114 shows the results output by image analysis of field images 100 captured by camera 40 at predetermined timings in past play. Here, the predetermined timing is, for example, the timing before the player starts operations in the play mode in which the player plays the game, the timing during the player's operations, the timing at the completion of play, etc., but it may be any other arbitrary timing.

[0056] The performance information 116 is information that indicates the content of the performance related to gameplay. The performance information 116 is set based on the placement information 114. The performance information 116 indicates various forms of performance content, such as sound output and image display. In the example in Figure 7, the performance information 116 with image display includes information such as speech bubble displays like "Almost there!", "Caught!", and "Almost there!". In the example in Figure 7, the placement information 114 and the performance information 116 are associated, but the performance information table 70C may associate the type of prize P with the performance information 116 instead of or in addition to the placement information 114.

[0057] Returning to Figure 4, the image acquisition means 72 acquires an image of the game field 34 on which the prize P is placed. The image acquisition means 72 acquires the field image 100 by receiving the field image 100 captured by the camera 40 of the crane game device 12 or other cameras installed outside the crane game device 12 from the crane game device 12. For example, the image acquisition means 72 acquires the field image 100 captured at a predetermined timing in the play mode when the player plays the game. Here, the predetermined timing can be any timing from the start of play to the completion of play, but in this embodiment, it includes at least the timing before the player starts operation, the timing during the player's operation, and the timing at the completion of play. The image acquisition means 72 may acquire the field image 100 each time it is captured by the camera 40, or it may acquire the field image 100 at predetermined intervals. The acquired field image 100 is output to the analysis means 74.

[0058] The analysis means 74 analyzes the field image 100 acquired by the image acquisition means 72 and obtains information on the placement and type of prizes P in the game field 34 captured as the field image 100. For example, the analysis means 74 inputs the field image 100 into a predetermined inference program using a trained model 70A and obtains the information on the placement and type of prizes P output as an inference result by the inference program.

[0059] The output means 76 outputs the arrangement information and type information acquired by the analysis means 74. In this embodiment, the output means 76 analyzes the field image 100 captured before the player starts operation and outputs the arrangement information acquired by analyzing the field image 100 to the position acquisition means 78, linked to the play ID of the play. The output means 76 also analyzes the field image 100 captured at predetermined timings, including, for example, before the player starts operation, during the player's operation, and at the completion of the play, and outputs the arrangement information and type information acquired by analyzing the field image 100 to the performance control means 86, linked to the play ID of the play.

[0060] The position acquisition means 78 acquires information indicating the target position of the crane 36 for prize P in a past play, based on the placement information output by the output means 76 and the placement information in a past play. Hereinafter, the target position of the crane 36 for prize P will be simply referred to as the "target position". For example, the position acquisition means 78 acquires information indicating the target position in a past play if the placement information output by the output means 76 is similar to or the same as the placement information in a past play. The target position includes cases where the prize P is acquired, where the prize P is not acquired, and other target positions. An acquired position is a target position where the prize P was acquired as a result of aiming at the target position. A non-acquired position is a target position where the prize P was not acquired as a result of aiming at the target position. Other target positions are target positions where it is unknown whether or not the prize P was acquired. The position acquisition means 78 acquires information indicating the target position as information indicating the acquired position if the target position in a past play was the acquired position.

[0061] More specifically, the position acquisition means 78 refers to the placement information table 70B and extracts target positions 110 based on the placement information output by the output means 76. The position acquisition means 78 extracts target positions 110 from among the target positions 110 stored in the placement information table 70B that are associated with the same placement information 108 as the placement information output by the output means 76, and acquires them as information indicating the target positions in past play. Furthermore, if among the extracted target positions 110 there are target positions 110 associated with the acquisition status 112 identified by "〇", the position acquisition means 78 extracts those target positions 110 and acquires them as information indicating the acquired positions. In addition, if the position acquisition means 78 extracts multiple target positions 110, it acquires those multiple target positions 110 as information indicating the target positions in past play. That is, the position acquisition means 78 acquires information indicating multiple target positions corresponding to multiple past play sessions. Furthermore, if multiple target positions are acquired positions, the position acquisition means 78 acquires information indicating these multiple target positions as information indicating multiple acquired positions. The acquired information indicating target positions is output to the display control means 80.

[0062] Furthermore, the position acquisition means 78 may acquire not only the coordinate information of the acquisition position itself, but also the number of acquisitions and the acquisition probability for each acquisition position as information indicating the acquisition position. The number of acquisitions for each acquisition position indicates the number of times prize P was acquired for each acquisition position in past plays. This number of acquisitions is obtained by counting the number of times the target position 110 extracted as the acquisition position is the same. The acquisition probability for each acquisition position indicates how easy it is to acquire prize P for each acquisition position in past plays. This acquisition probability is indicated, for example, by the ratio of the number of acquisitions at that target position 110 to the total number of target positions 110. The total number of target positions 110 is, for example, the number of target positions 110 stored in the arrangement information table 70B that are associated with the same arrangement information 108 as the arrangement information output by the output means 76.

[0063] The display control means 80 controls the display of the target position based on the information acquired by the position acquisition means 78. The display control means 80 displays the target position on the game screen during gameplay. The game screen during gameplay is the game screen during gameplay for the game with the play ID linked to the placement information output by the output means 76, and is displayed on the display of the terminal device 16.

[0064] The display control means 80 controls the display of multiple target locations as a two-dimensional distribution map. For example, the display control means 80 maps and displays multiple target locations on the field image 100 displayed on the game screen, or displays the distribution state of the mapped target locations as a heat map. A heat map is a visualization of the distribution state of target locations in the game field 34, displayed on the field image 100 with differences in color, shading, etc. For example, the display control means 80 displays the degree of density of the distribution of target locations in the game field 34 on the field image 100 with differences in color, shading, etc. Furthermore, if a target location is a capture location, the display control means 80 controls the display to show that target location as a capture location. For example, the display control means 80 controls the display so that it can be identified whether or not a target location is a capture location by differences in color, etc. Furthermore, the display control means 80 may display the number of items acquired and the degree of acquisition probability for each acquisition position in the game field 34 on the field image 100 by adding differences in color, intensity, etc.

[0065] Furthermore, the display control means 80 controls the display of the target position when a predetermined value medium is consumed in addition to the value medium used to play the game. Examples of value mediums include points and currency, but in this embodiment, the case where the value medium is points will be described. For example, one play can be performed by consuming 200 play points as the value medium used to play the game. The predetermined value medium is, for example, hint points used to display the target position on the game screen as a hint display when playing. For example, by consuming 50 hint points, the target position can be displayed on the game screen while playing.

[0066] Furthermore, the display control means 80 may change the display mode of the target position in stages according to the number of hint points consumed. For example, if the number of hint points consumed is greater than or equal to a predetermined value, the display control means 80 may display the location with the highest density of the distribution of target positions, and if the number of points is less than the predetermined value, it may display the location with the second highest density of the distribution of target positions. In this way, the display control may be configured so that a larger number of hint points consumed results in a more effective hint display. Also, if the number of points is greater than or equal to a predetermined value, the display control means 80 may display the target position in a way that makes it identifiable whether or not it is an acquired position, and if the number of points is less than the predetermined value, it may display the target position simply as a target position in a way that makes it identifiable whether or not it is an acquired position.

[0067] The crane control means 82 operates the crane 36 by controlling the crane drive unit 68 in response to the player's operation. When the crane control means 82 receives an input signal based on the player's operation received from the terminal device 16, it transmits a signal corresponding to the input signal to the crane drive unit 68 to control the crane drive unit 68.

[0068] The acquisition determination means 84 determines whether or not the prize P has been acquired. For example, the acquisition determination means 84 determines whether or not the prize P has been acquired based on the detection result of a sensor that detects the acquisition of the prize P, which is located below the drop opening 50. Alternatively, the acquisition determination means 84 may determine whether or not the prize P has moved to the drop opening 50, and if the determination is positive, it determines that the prize P has been acquired, and if the determination is negative, it determines that the prize P has not been acquired. The determination result from the acquisition determination means 84 is output to the performance control means 86.

[0069] The performance control means 86 performs performance control according to the arrangement information output by the output means 76. The performance control means 86 refers to, for example, the performance information table 70C to identify the performance information 116 associated with the same arrangement information 114 as the arrangement information output by the output means 76, and performs performance control according to the content of the identified performance information 116. The performance control means 86 displays, for example, information for a speech bubble display as the performance information 116 on the game screen during gameplay.

[0070] Furthermore, the performance control means 86 may perform performance control according to the type information output by the output means 76. For example, the performance control means 86 may perform different performance control depending on the character indicated by the character name as type information. In addition, the performance control means 86 can perform various forms of performance control, not limited to display control of the game screen, such as by outputting sound. For example, the performance control means 86 may perform performance control using the voice of the character indicated by the character name as type information.

[0071] Furthermore, if the acquisition determination means 84 determines that prize P has been acquired, the performance control means 86 performs a predetermined performance control indicating that prize P has been acquired, regardless of the placement information. On the other hand, if the acquisition determination means 84 determines that prize P has not been acquired, the performance control means 86 performs a performance control according to the placement information output by the output means 76.

[0072] Figures 8A to 8C show examples of game screens displayed on the screen of a smartphone, which is a terminal device 16. Figure 8A shows the game screen 120 before the player starts playing in play mode. Figure 8B shows the game screen 120 during player operation. Figure 8C shows the game screen 120 when the crane 36 moves and stops due to the player's operation and the game is completed. The game screen 120 includes a field image 100, an operation unit 122, a play button 124, and a hint button 126.

[0073] The control unit 122 consists of buttons that accept player input to move the crane 36. The control unit 122 includes an operation button 122a for moving the crane 36 in the X direction and an operation button 122b for moving the crane 36 in the Y direction.

[0074] The play button 124 is a button that accepts a play request from the player, along with the consumption of a predetermined number of play points. The hint button 126 is a button that accepts a hint request from the player, along with the consumption of a predetermined number of hint points, to display the target location as a hint.

[0075] As shown in Figure 8A, the target area 128 is displayed on the game screen 120 by the display control means 80 before the player starts their operation. The target area 128 is an image showing the distribution of target positions in the game field 34. The target area 128 includes acquisition areas A1 and A2 which show the distribution of target positions which are acquired positions, and non-acquired areas B1 and B2 which show the distribution of target positions which are not acquired positions.

[0076] The acquired areas A1 and A2 and the unacquired areas B1 and B2 are displayed in different colors, for example. Figure 8A shows that the acquired areas A1 and A2 are shown as solid lines and the unacquired areas B1 and B2 as dashed lines, indicating that the acquired areas A1 and A2 and the unacquired areas B1 and B2 are displayed in different colors. This makes it possible for the player to distinguish between the acquired areas A1 and A2 and the unacquired areas B1 and B2. In addition, each area A1, A2, B1, and B2 is displayed with different shades of gray, for example, corresponding to the distribution density of the target positions. Figure 8A shows that each area A1, A2, B1, and B2 is displayed with different shades of gray by applying hatching of different densities to each area A1, A2, B1, and B2. This makes it possible for the player to distinguish between the density of the distribution of target positions in each area A1, A2, B1, and B2. Furthermore, each area A1, A2, B1, and B2 is transparent so that the prizes P etc. shown in the field image 100 are visible. Note that the acquisition areas A1 and A2 are not limited to images showing the density of the distribution of target positions which are the acquisition locations, but may also be images showing the number of acquisitions or the probability of acquisition for each acquisition location. In addition, the game screen 120 may, in place of or in addition to images showing the distribution state of target positions such as each area A1, A2, B1, and B2, map and display multiple target positions in the game field 34 on the field image 100. Also, although Figure 8A shows an example in which both acquisition areas A1 and A2 and non-acquisition areas B1 and B2 are displayed, either acquisition areas A1 and A2 or non-acquisition areas B1 and B2 may be displayed, or an image showing the distribution state of target positions for which acquisition is unknown may be displayed.

[0077] Furthermore, as shown in Figures 8A to 8C, a visual effect image 130 is displayed on each game screen 120 before the player starts operating, during the player's operation, and after the game is completed.

[0078] The performance image 130 is an image displayed by the performance control means 86 as a performance according to the placement information. In the examples shown in Figures 8A to 8C, the performance image 130 is a speech bubble display, for example, displayed around prize P as if a speech bubble is coming out of prize P. In the example shown in Figure 8A, before the player starts operation, prize P is positioned close to the drop-off point 50. As a performance according to this position, the performance image 130 is a speech bubble displaying "It's about to fall~". In the example shown in Figure 8B, during the player's operation, prize P is held by the crane 36. As a performance according to this position, the performance image 130 is a speech bubble displaying "It's caught!!". In the example shown in Figure 8C, after the play is completed, prize P, which has been moved by the player's operation, is closer to the drop-off point 50 than in Figure 8A and is positioned as if it is about to fall. As a performance according to this position, the performance image 130 is a speech bubble displaying "Almost!!". In this way, different effects are controlled depending on the placement information.

[0079] <Processing flow> Figure 9 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system 1 according to this embodiment. Note that the content and order of the processing shown in Figure 9 can be changed as appropriate. The processing in Figure 9 starts, for example, when a player consumes play points by pressing the play button 124 on the game screen 120.

[0080] (Step SP10) The performance control means 86 performs performance control according to the placement information of the prize P before the player starts operation. Figure 10 is a flowchart showing an example of a detailed flow of the performance control process.

[0081] (Step SP30) The image acquisition means 72 acquires the field image 100 captured by the camera 40. Then, the process proceeds to step SP32.

[0082] (Step SP32) The analysis means 74 inputs the field image 100 obtained in step SP30 into an inference program using the trained model 70A, and obtains the arrangement information of the prizes P output as an inference result by the inference program as an analysis result. Then, the process moves on to step SP34.

[0083] (Step SP34) The output means 76 outputs the arrangement information obtained in step SP32. Then, the process proceeds to step SP36.

[0084] (Step SP36) The performance control means 86 performs performance control according to the placement information output in step SP34. The performance control means 86 displays a performance image 130 according to the placement information before the player starts operation, for example, as shown in the game screen 120 in Figure 8A. Then the performance control process shown in Figure 10 ends.

[0085] Returning to Figure 9, once the performance control process in step SP10 is completed, the process moves on to the process in step SP12.

[0086] (Step SP12) The display control means 80 determines whether or not a predetermined number of hint points have been consumed in addition to play points. For example, if the hint button 126 is pressed by the player before the start of play and hint points are consumed, the display control means 80 affirms the determination. If the determination is affirmed, the process proceeds to step SP14; if the determination is denied, the process proceeds to step SP18.

[0087] (Step SP14) The position acquisition means 78 extracts target positions 110 from the target positions 110 stored in the placement information table 70B that are associated with the same placement information 108 that was output before the player started their operation, and acquires them as information indicating the target positions in past play. Furthermore, the position acquisition means 78 extracts target positions 110 from the extracted target positions 110 that are associated with the acquisition status 112 identified by "〇", and acquires them as information indicating the acquired positions. Then, the process moves on to the processing of step SP16.

[0088] (Step SP16) The display control means 80 displays the target position indicated by the information acquired in step SP14 on the game screen 120. For example, as shown in Figure 8A, the display control means 80 displays the acquired areas A1, A2 and the unacquired areas B1, B2 on the game screen 120. Then, the process moves on to the process of step SP18.

[0089] (Step SP18) The crane control means 82 determines whether or not the player has made an operation. For example, if the crane control means 82 receives an input signal based on the player's operation when the operation unit 122 on the game screen 120 is pressed by the player, it determines that the determination is positive and proceeds to the processing of step SP20. On the other hand, if the crane control means 82 has not received the input signal, it determines that the determination is negative and repeats the processing of step SP18 until the input signal is received.

[0090] (Step SP20) The crane control means 82 operates the crane 36 by controlling the crane drive unit 68 based on the input signal received in step SP18. Then, the process proceeds to step SP22.

[0091] (Step SP22) The performance control means 86 performs performance control according to the placement information of the prize P during the player's operation. Since this performance control process is the same as the process in step SP10, a detailed explanation is omitted. The performance control means 86 displays a performance image 130 according to the placement information output during the player's operation, for example, as shown in the game screen 120 in Figure 8B. Then, the process moves on to the process in step SP24.

[0092] (Step SP24) The acquisition determination means 84 determines whether or not the prize P was acquired as a result of the operation of the crane 36 in step SP20. For example, if the sensor located below the drop opening 50 detects that the prize P has been acquired, the acquisition determination means 84 determines that the prize P has been acquired, and the process proceeds to step SP28. On the other hand, if the sensor does not detect that the prize P has been acquired, the acquisition determination means 84 determines that the prize P was not acquired, and the process proceeds to step SP26.

[0093] (Step SP26) The performance control means 86 performs performance control according to the placement information of the prize P when the player's operation is completed. Since this performance control process is the same as the process in step SP10, a detailed explanation is omitted. The performance control means 86 displays a performance image 130 according to the placement information output when the operation is completed, for example, as shown in the game screen 120 in Figure 8C.

[0094] (Step SP28) The performance control means 86 performs predetermined performance control to indicate that a prize P has been won, regardless of the arrangement information.

[0095] This completes the series of processes shown in Figure 9.

[0096] <Effects> In this embodiment, the program is for executing a game in which a player controls a crane 36, which is a gripping part, to acquire a prize P as an item, and the computer functions as an image acquisition means 72 for acquiring a field image 100, which is an image of the game field 34 on which the prize P is placed; an analysis means 74 for analyzing the field image 100 acquired by the image acquisition means 72 to acquire information on the placement of the prize P in the game field 34; and an output means 76 for outputting the placement information acquired by the analysis means 74.

[0097] With this configuration, the field image 100 is analyzed by the analysis means 74, and as a result, information on the placement of prizes P is obtained, which can be effectively utilized.

[0098] Furthermore, in this embodiment, the program causes the computer to function as a position acquisition means 78 that acquires information indicating the target position of the crane 36 for the prize P in a past play based on the arrangement information output by the output means 76 and the arrangement information in a past play, and a display control means 80 that displays and controls the target position based on the information acquired by the position acquisition means 78.

[0099] This configuration allows for the effective use of placement information and the display and control of target positions from past gameplay. Therefore, players can play by referring to the displayed target positions without having to gather information by looking at past gameplay or other players' gameplay, thereby increasing their motivation to challenge themselves. Furthermore, if the target position is a winning position, the target position will be displayed as the winning position, allowing players to play by referring to the displayed winning position, further increasing their motivation to challenge themselves.

[0100] Furthermore, in this embodiment, the position acquisition means 78 acquires information indicating multiple target positions corresponding to multiple past plays, and the display control means 80 displays and controls the multiple target positions as a two-dimensional distribution map.

[0101] With this configuration, the target positions of prize P are visualized as a two-dimensional distribution map, allowing players to visually grasp the target positions appropriately. Furthermore, with this embodiment, the density of the distribution of target positions in the game field 34, and, if the target position is a winning position, the number of winnings and the probability of winning at that winning position, can be visualized using a heat map, allowing players to easily understand which target positions and winning positions were most frequent in past play.

[0102] Furthermore, in this embodiment, the display control means 80 displays and controls the target position when a predetermined value medium is consumed in addition to the value medium used to execute the game.

[0103] With this configuration, the target location can be displayed only when the player wishes to, in exchange for consuming a predetermined value medium. Furthermore, the game provider can secure profits from the predetermined value medium in addition to the value medium used to perform the game.

[0104] Furthermore, in this embodiment, the program causes the computer to function as a performance control means 86 that performs performance control according to the arrangement information output by the output means 76.

[0105] This configuration allows for effective use of placement information and enables performance control based on that information. Therefore, players can be entertained with performances tailored to the placement of prizes.

[0106] Furthermore, in this embodiment, the analysis means 74 analyzes the field image 100 acquired by the image acquisition means 72 to obtain information on the type of prize P in the game field 34, the output means 76 outputs the type information acquired by the analysis means 74, and the performance control means 86 performs performance control according to the type information output by the output means 76.

[0107] This configuration allows for different performance controls based on different types of information, so for example, players can be entertained with performances tailored to the character of the prize P.

[0108] Furthermore, in this embodiment, the program causes the computer to function as a prize determination means 84 that determines whether or not the prize P has been acquired, and the performance control means 86 performs performance control according to the arrangement information output by the output means 76 when the prize determination means 84 determines that the prize P has not been acquired.

[0109] This configuration allows for not only the conventional animation control to indicate when a prize P is won, but also animation control specifically tailored to the placement of the prize P when a player fails to win one. Therefore, players who do not win a prize P can also be entertained with new animations that are different from those that do win one.

[0110] Furthermore, in this embodiment, the arrangement information includes information indicating the arrangement relationship between the prize P and other items (crane 36 and drop-off opening 50) included in the field image 100.

[0111] This configuration allows the placement information to be used not only to determine the placement of prizes P in the game field 34, but also to consider the placement relationship between prizes P and other items (cranes 36 and drop-off points 50) included in the field image 100. Therefore, for example, it becomes possible to more appropriately display target positions and control effects according to the placement information.

[0112] <Variation> The present invention is not limited to the embodiments described above. That is, any design modifications made to the above embodiments by those skilled in the art are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the above embodiments and the modifications described later can be combined to the extent that it is technically possible, and any combination thereof is also included within the scope of the present invention, as long as it retains the features of the present invention.

[0113] For example, the display control means 80 may control the display of the target position based on the player's status. The player's status refers to information indicating the player's status, including, for example, the player's level, play experience, and number of plays. For example, the display control means 80 may identify the level associated with the player's user ID, and if the identified level is beginner or below (beginner or inexperienced), it may display the target position on the game screen 120. This configuration allows the target position to be displayed appropriately according to the player's status. Furthermore, the display mode of the target position may be changed in stages according to the player's status, etc. For example, the display control means 80 may display the area with the highest density of target position distribution for players at beginner level or below, and display the area with the second highest density of target position distribution for players at levels above beginner. In this way, the display control may be adjusted to provide more effective hints according to the player's status.

[0114] Furthermore, the position acquisition means 78 may acquire information indicating the target position based on the status of past players. For example, the position acquisition means 78 may extract only the information that the level 104 associated with the target position 110 is "advanced" from the target positions 110 extracted as information indicating the target position, and acquire this information as information indicating the target position. In this case, the display control means 80 can display the target positions of players with a predetermined status, such as those with an advanced level, rather than the target positions of all players. Therefore, players can play by referring only to the target positions of players with a predetermined status, such as those with an advanced level. Furthermore, the storage means 70 may store only the information of past players with a predetermined status. Furthermore, the storage means 70 may be provided outside the server device 10.

[0115] Furthermore, the performance control means 86 may output the content of the performance control as data that can be provided to the player. For example, the performance control means 86 may create data of the performance that is displayed on the game screen or output as sound, and allow the player to download this data to the terminal device 16 through their operation. In this case, the player may feel a desire to collect the data and increase their motivation to play again.

[0116] Furthermore, the placement information does not have to be used for both the display control of the target position and the performance control; it may be used for either one or the other. Also, the placement information may be used for other control purposes. The output means 76 may output the placement information to other functional configurations of the server device 10, rather than to the position acquisition means 78 or the performance control means 86, or it may be output to an external location outside the server device 10.

[0117] Furthermore, the placement information does not necessarily have to include the placement relationship between prize P and other items included in the field image 100. Also, the placement relationship included in the placement information does not have to be both the relative distance between prize P and crane 36 and the relative distance between prize P and drop-off opening 50, but may indicate either one or the relative distance between prize P and items other than crane 36 and drop-off opening 50.

[0118] Furthermore, in the above embodiment, the game is set up so that the prize P can be won when it falls into the drop-off opening 50, but the game setting is not limited to this. For example, the game may be set up in a configuration called a bridge, where multiple poles are placed on the game field 34 to resemble a bridge, and the prize P is placed on top of them. In this case, the prize P can be won when it falls off the pole by moving the prize P with the crane 36. In this case, the configuration information may also include information indicating the configuration relationship between the prize P and the pole.

[0119] Furthermore, the prizes offered to players do not necessarily have to be the items themselves placed on the game field 34. For example, a different item, such as a ping-pong ball, may be placed on the game field 34, and the player may receive a prize by acquiring that item. Also, the target position of the crane 36 for the items placed on the game field 34 is not limited to the gripping position of the crane 36, but may be the position where the arm 66 of the crane 36 is in contact with the item, etc.

[0120] Furthermore, the number of items placed on the game field 34 is not limited to one, but may be multiple. Also, the game system according to the present invention is not limited to providing an online crane game known as a net catcher, but may also provide a crane game by having a player operate an actual crane game device 12. In this case, the display control means 80 may display the target position on the game screen displayed on the monitor 38 of the crane game device 12.

[0121] Furthermore, the analysis method by the analysis means 74 is not limited to the example described in the above embodiment. For example, instead of the trained model 70A, the analysis means 74 may use a trained model constructed based on a predetermined machine learning algorithm using field images 100 captured in past gameplay as training data. In this case, the analysis means 74 inputs the field images 100 into the trained model and obtains the arrangement information and type information analyzed and output by the trained model as analysis results. The arrangement information 108 and 114 may also represent the results output when field images 100 captured at predetermined timings in past gameplay are input into the trained model. [Explanation of Symbols]

[0122] 10: Server device (computer), 72: Image acquisition means, 74: Analysis means, 76: Output means

Claims

1. A program for executing a game in which the player controls the gripping part, which is the crane of a crane game device, to acquire an item placed on the game field provided in the crane game device, Computers, Image acquisition means that acquires an image of the game field on which the aforementioned items are placed by capturing an image with a camera, Analysis means for analyzing the image acquired by the image acquisition means to acquire information on the placement of the items in the game field. Output means for outputting the arrangement information obtained by the analysis means, A position acquisition means that acquires information indicating the target position of the gripping part on a part of the item, based on the probability of acquiring the item calculated based on the acquisition position, which is the position of the gripping part when the item was acquired in the past play, based on the arrangement information output by the output means and the arrangement information in past play, A display control means that controls the display of the target position by superimposing it on at least a part of the article, based on the information acquired by the position acquisition means. A program designed to function as such.

2. The position acquisition means acquires information indicating multiple target positions corresponding to multiple past plays, The display control means controls the display of the multiple target positions as a distribution map. The program according to claim 1.

3. The display control means controls the display of the target position when a predetermined value medium is consumed in addition to the value medium used to perform the play. The program according to claim 2.

4. The display control means controls the display of the target position based on the player's status. The program according to claim 2.

5. The aforementioned computer, Performance control means that performs performance control according to the arrangement information output by the output means, A program according to any one of claims 1 to 4, which further functions as such.

6. The analysis means analyzes the image acquired by the image acquisition means to obtain information on the type of item in the game field. The output means outputs the type information obtained by the analysis means, The performance control means performs performance control according to the type information output by the output means. The program according to claim 5.

7. The aforementioned computer, This further functions as an acquisition determination means for determining whether or not the aforementioned item has been acquired. The performance control means, when it determines that the item could not be acquired by the acquisition determination means, performs performance control according to the arrangement information output by the output means. The program according to claim 5 or 6.

8. The arrangement information includes information indicating the arrangement relationship between the article and other articles included in the image. The program according to any one of claims 1 to 7.

9. An information processing device for executing a game in which a player controls the gripping part, which is the crane of a crane game device, to acquire an item placed on a game field provided in the crane game device, Image acquisition means that acquires an image of the game field on which the aforementioned items are placed by capturing an image of it with a camera, An analysis means for analyzing the image acquired by the image acquisition means to acquire information on the placement of the items in the game field, An output means for outputting the arrangement information acquired by the analysis means, A position acquisition means that acquires information indicating the target position of the gripping part on a part of the item, based on the probability of acquiring the item calculated based on the acquisition position, which is the position of the gripping part when the item was acquired in the past play, based on the arrangement information output by the output means and the arrangement information in past play, A display control means that controls the display of the target position by superimposing it on at least a part of the article, based on the information acquired by the position acquisition means, An information processing device equipped with the following features.

Citation Information

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