Method for providing dialog sets in interactive game

KR103032255B1Active Publication Date: 2026-10-13KAKAO CORP
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Patent Information

Application Number
KR1020240000955
Authority / Receiving Office
KR · KR
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-03
Publication Date
2026-10-13
Estimated Expiration
2041-01-04

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Abstract

According to one embodiment of the present disclosure, a method for providing an interactive game through a processor of a computing device is disclosed. The method comprises: outputting a first message generated through a character account corresponding to a character of an interactive game application on a chat application; and, when a second message is obtained from a user account corresponding to a user playing the interactive game on the chat application as a response to the first message, performing a reaction determined based on the second message; wherein the character account may be generated on the chat application when the user joins the interactive game.
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Description

Technology Field

[0001] The present disclosure relates to a method for providing an interactive game, and more specifically, to a method for linking an interactive game application with a chat application. Background Technology

[0002] With the development of the Internet, media content services related to games and chatting using the Internet are growing.

[0003] In particular, as the popularity of webtoon services, which are one of the media content services online, increases, various services related to webtoons are being provided. For example, interactive games based on webtoons, where users create stories, are gaining attention as a service related to webtoons.

[0004] Specifically, webtoon-based interactive games are games in which characters appear on the game screen, just like in a webtoon, and the character engages in dialogue with the user. For example, a character can ask the user a question. The user then selects an answer to the question, determining the next storyline of the interactive game.

[0005] Since these interactive games include diverse stories that can unfold based on user choices, they require a vast amount of game screens. However, game developers creating interactive games are currently producing screens for each of these diverse stories individually. Therefore, there may be a demand in the industry for a method to produce game screens more conveniently.

[0006] Additionally, interactive games aim to provide personalized conversation features to enhance user engagement. However, game developers currently face limitations in providing personalized conversation features for each individual user within interactive games. Therefore, there may be a demand in the industry for methods to provide personalized conversation features in interactive games. Prior art literature

[0007] Republic of Korea Published Patent Application No. 10-2009-0014610 The problem to be solved

[0008] The present disclosure is conceived in response to the aforementioned background technology and aims to provide an interactive game that can be linked with a chat application.

[0009] The technical problems of the present disclosure are not limited to those mentioned above, and other unmentioned technical problems will be clearly understood by those skilled in the art from the description below. means of solving the problem

[0010] According to some embodiments of the present disclosure for solving the problem described above, a method for providing an interactive game through a processor of a computing device is disclosed. The method comprises: outputting a first message generated through a character account corresponding to a character of an interactive game application on a chat application; and, when a second message is obtained from a user account corresponding to a user playing the interactive game on the chat application as a response to the first message, performing a reaction determined based on the second message; wherein the character account may be created on the chat application when the user joins the interactive game.

[0011] In addition, the character account may be added to the friend list of the user account on the chat application when an event related to the character occurs on the game application.

[0012] Additionally, the second message is output on the chat application along with information indicating whether the character has checked the second message, and the reaction may include at least one of a first reaction that outputs a response message to the second message, a second reaction that expresses through the information that the character has not checked the second message without outputting the response message, or a third reaction that expresses through the information that the character has checked the second message without outputting the response message.

[0013] In addition, when the first reaction is performed, the response message may be output after a preset time has elapsed from the time when the second message is acquired or the time when the second message is indicated as having been read.

[0014] In addition, the above-mentioned preset time may be a time determined based on the number of texts constituting the response message.

[0015] In addition, the first message may be a message generated based on first log data generated in the conversational game application up to the point in time when the conversational game application is terminated, in the case where the chat application is executed after the conversational game application is terminated.

[0016] In addition, the first message may include a specific conversation set corresponding to a specific condition when a specific condition among a plurality of preset conditions is satisfied.

[0017] In addition, the first message may be a message generated through an interactive game application running in the background when the chat application is running.

[0018] In addition, the first message may be a message generated and received from an external server associated with the interactive game application.

[0019] Additionally, the reaction may be a reaction determined based on whether at least one of a first keyword having a positive meaning and a second keyword having a negative meaning is included in the second message.

[0020] Additionally, when the chat application is terminated and the conversational game application is executed, the method may further include the step of outputting a message generated based on at least one of the first message, the second message, and the reaction on the conversational game application.

[0021] According to some embodiments of the present disclosure for solving the problem described above, a computer program stored on a computer-readable storage medium is disclosed. The computer program includes instructions for a processor of a computing device providing an interactive game to perform the following steps, the steps comprising: outputting a first message generated through a character account corresponding to a character of an interactive game application on a chat application; and determining a reaction based on a second message when a second message is obtained from a user account corresponding to a user playing the interactive game on the chat application as a response to the first message, wherein the character account may be created on the chat application when the user joins the interactive game.

[0022] The technical solutions obtainable in this disclosure are not limited to the solutions mentioned above, and other solutions not mentioned will be clearly understood by those skilled in the art to which this disclosure belongs from the description below. Effects of the invention

[0023] The present disclosure provides an interactive game that can be linked with a chat application, thereby enhancing the entertainment elements of the interactive game user.

[0024] The effects obtainable from the present disclosure are not limited to those mentioned above, and other unmentioned effects will be clearly understood by those skilled in the art to which the present disclosure belongs from the description below. Brief explanation of the drawing

[0025] Various aspects are now described with reference to the drawings, wherein similar reference numbers are used to collectively refer to similar components. In the following embodiments, for illustrative purposes, a number of specific details are presented to provide a comprehensive understanding of one or more aspects. However, it will be apparent that such aspect(s) may be practiced without these specific details. FIG. 1 is a drawing for illustrating an example of an interactive game service based on a server and a user terminal in which various aspects of the present disclosure can be implemented. FIG. 2 is a drawing for illustrating an example of a user interface related to an interactive game according to some embodiments of the present disclosure. FIG. 3 is a drawing for illustrating an example of a speech bubble shape table and a speech bubble size table according to some embodiments of the present disclosure. FIG. 4 is a drawing for illustrating an example of a speech bubble position table according to some embodiments of the present disclosure. FIG. 5 is a drawing for illustrating another example of a user interface related to an interactive game according to some embodiments of the present disclosure. FIG. 6 is a drawing for explaining an example of the direction in which an emoticon of another character is facing according to some embodiments of the present disclosure. FIG. 7 is a drawing for explaining an example of a method for determining the motion of a character image according to some embodiments of the present disclosure. FIG. 8 is a flowchart illustrating an example of a method for a server to transmit a user-customized conversation set to a user terminal according to some embodiments of the present disclosure. FIGS. 9 and 10 are flowcharts illustrating an example of a method for a server to generate a user-customized conversation set according to some embodiments of the present disclosure. FIG. 11 is a flowchart illustrating an example of a method for a server to link an interactive game application and a chat application according to some embodiments of the present disclosure. FIG. 12 is a flowchart illustrating an example of a method for a server to provide an interactive game on a real-time broadcasting platform according to some additional embodiments of the present disclosure. FIG. 13 illustrates a brief and general schematic diagram of an exemplary computing environment in which embodiments of the present disclosure may be implemented. Specific details for implementing the invention

[0026] Various embodiments and / or aspects are now disclosed with reference to the drawings. For illustrative purposes, numerous specific details are disclosed in the following description to aid in a general understanding of one or more aspects. However, it will be apparent to those skilled in the art that these aspects may be practiced without such specific details. The following description and the accompanying drawings describe specific exemplary aspects of one or more aspects in detail. However, these aspects are exemplary, and some of the various methods in the principles of the various aspects may be used, and the descriptions are intended to include all such aspects and their equivalents. Specifically, terms such as “exemplary,” “example,” “aspect,” and “example” as used herein may not be interpreted as implying that any described aspect or design is superior or advantageous over other aspects or designs.

[0027] In addition, various aspects and features will be presented by a system that may include one or more devices, terminals, servers, devices, components and / or modules, etc. It should also be understood and recognized that various systems may include additional devices, terminals, servers, devices, components and / or modules, etc., and / or may not include all of the devices, terminals, servers, devices, components, modules, etc. discussed in relation to the drawings.

[0028] As used herein, terms such as “computer program,” “component,” “module,” “system,” etc., may be used interchangeably and refer to computer-related entities, hardware, firmware, software, combinations of software and hardware, or executions of software. For example, a component may be, but is not limited to, a procedure executed on a processor, a processor, an object, an execution thread, a program, and / or a computer. For example, both an application executed on a computing device and the computing device itself may be components. One or more components may reside within a processor and / or an execution thread. A component may be localized within a single computer. A component may be distributed among two or more computers.

[0029] Additionally, these components may be executed from various computer-readable media having various data structures stored therein. The components may communicate through local and / or remote processing, for example, according to a signal having one or more data packets (e.g., data from one component interacting with another component in a local or distributed system, and / or data transmitted through a network such as the Internet to another system via a signal).

[0030] Hereinafter, identical or similar components are assigned the same reference numeral regardless of drawing symbols, and redundant descriptions thereof are omitted. Furthermore, in describing the embodiments disclosed in this specification, detailed descriptions of related prior art are omitted if it is determined that such detailed descriptions may obscure the essence of the embodiments disclosed in this specification. Additionally, the attached drawings are intended only to facilitate understanding of the embodiments disclosed in this specification, and the technical concept disclosed in this specification is not limited by the attached drawings.

[0031] The terms used herein are for describing the embodiments and are not intended to limit the disclosure. In this specification, the singular form includes the plural form unless specifically stated otherwise in the text. As used herein, "comprises" and / or "comprising" do not exclude the presence or addition of one or more other components in addition to the components mentioned.

[0032] Although terms such as "first," "second," etc. are used to describe various elements or components, it goes without saying that these elements or components are not limited by these terms. These terms are used merely to distinguish one element or component from another. Therefore, it goes without saying that the first element or component mentioned below may be the second element or component within the technical scope of this disclosure.

[0033] Unless otherwise defined, all terms used in this specification (including technical and scientific terms) may be used in a meaning commonly understood by those skilled in the art to which this disclosure pertains. Additionally, terms defined in commonly used dictionaries are not to be interpreted ideally or excessively unless explicitly and specifically defined otherwise.

[0034] Furthermore, the term "or" is intended to mean an implicit "or" rather than an exclusive "or." That is, unless otherwise specified or evident from the context, "X uses A or B" is intended to mean one of the natural implicit substitutions. In other words, if X uses A; if X uses B; or if X uses both A and B, "X uses A or B" may apply to any of these cases. Additionally, the term "and / or" as used herein should be understood to refer to and include all possible combinations of one or more of the enumerated related items.

[0035] In addition, the terms "information" and "data" as used in this specification may often be used interchangeably.

[0036] The suffixes “module” and “part” for components used in the following description are assigned or used interchangeably solely for the ease of drafting the specification and do not inherently possess distinct meanings or roles.

[0037] The purpose and effects of the present disclosure, and the technical configurations for achieving them, will become clear by referring to the embodiments described in detail below in conjunction with the accompanying drawings. In describing the present disclosure, if it is determined that a detailed description of known functions or configurations might unnecessarily obscure the essence of the present disclosure, such detailed description will be omitted. Furthermore, the terms described below are defined considering their functions in the present disclosure, and these may vary depending on the intentions or practices of the user or operator.

[0038] However, the present disclosure is not limited to the embodiments disclosed below but may be implemented in various different forms. These embodiments are provided merely to make the present disclosure complete and to fully inform those skilled in the art of the scope of the disclosure, and the present disclosure is defined only by the scope of the claims. Therefore, such definitions should be based on the content throughout this specification.

[0039] The scope of rights for the steps in the claims of the present disclosure is determined by the functions and features described in each step, and is not affected by the order in which the steps are described in the claims unless the order of precedence is specified in each step. For example, in a claim describing steps including Step A and Step B, even if Step A is described before Step B, the scope of rights is not limited by the requirement that Step A must precede Step B.

[0041] FIG. 1 is a drawing for illustrating an example of an interactive game service based on a server and a user terminal in which various aspects of the present disclosure can be implemented.

[0042] Referring to FIG. 1, a server (100) according to some embodiments of the present disclosure may provide an interactive game service to a user terminal (200). Specifically, the server (100) may provide a dialogue set in the interactive game service provided to the user terminal (200). That is, the server (100) according to some embodiments of the present disclosure may be a game server for providing a game. However, it is not limited thereto.

[0043] The server (100) may include any type of computer system or computer device, such as, for example, a microprocessor, a mainframe computer, a digital processor, a portable device, and a device controller. However, it is not limited thereto.

[0044] According to some embodiments of the present disclosure, the server (100) may include a processor (110), a communication unit (120), and a memory (130). However, the above-described components are not essential for implementing the server (100), so the server (100) may have more or fewer components than those listed above. Here, each component may be composed of a separate chip, module, or device, or may be included within a single device.

[0045] The processor (110) of the server (100) can typically control the overall operation of the server (100). The processor (110) can provide or process appropriate information or functions to the user by processing signals, data, information, etc. that are input or output through the components of the server (100) or by running applications stored in memory (130).

[0046] Additionally, the processor (110) can control at least some of the components of the server (100) to run an application stored in memory (130). Furthermore, the processor (110) can operate at least two or more of the components included in the server (100) in combination to run the application.

[0047] Additionally, the processor (110) can perform calculations for training the neural network. The processor (110) can perform calculations for training the neural network, such as processing input data for training in deep learning (DN), extracting features from input data, calculating errors, and updating the weights of the neural network using backpropagation.

[0048] Additionally, at least one of the CPU, GPGPU, and TPU of the processor (110) can process the training of the model. For example, the CPU and GPGPU together can process the training of the model and the operation to extract emotional information from a sentence using an emotional analysis model.

[0049] Additionally, in some embodiments of the present disclosure, the processor (110) may use the processors of a plurality of computing devices together to process operations for learning a model and extracting sentiment information from a sentence using a sentiment analysis model. Additionally, a computer program executed on a computing device according to some embodiments of the present disclosure may be a program capable of execution on a CPU, GPGPU, or TPU.

[0050] The communication unit (120) of the server (100) may include one or more modules that enable communication between the server (100) and a user terminal (200) or between the server (100) and an external server. Additionally, the communication unit (120) may include one or more modules that connect the server (100) to one or more networks.

[0051] The memory (130) of the server (100) stores data that supports various functions of the server (100). The memory (130) can store a number of application programs (or applications) running on the server (100), data for the operation of the server (100), and commands. At least some of these application programs may be downloaded from an external server via wireless communication. Additionally, at least some of these application programs may exist on the server (100) from the time of shipment for the basic functions of the server (100). Meanwhile, the application programs may be stored in the memory (130), installed on the server (100), and driven by the processor (110) to perform the operation (or function) of the server (100).

[0052] According to some embodiments of the present disclosure, the processor (110) of the server (100) can automatically place speech bubbles of a user interface (i.e., a game screen) related to an interactive game using various tables stored in memory (130).

[0053] Specifically, the processor (110) of the server (100) can determine the position, shape, and size of the speech bubble using the various tables mentioned above.

[0054] Accordingly, the server (100) of the present disclosure can improve the productivity of the user interface associated with the interactive game.

[0055] Additionally, the processor (110) of the server (100) can generate a user-customized conversation set using multiple conditions stored in memory (130) and log data of the interactive game.

[0056] Specifically, the processor (110) of the server (100) can generate a user-customized conversation set related to the log data by using the plurality of conditions and log data generated when an interactive game application was previously executed on the user terminal (200).

[0057] Accordingly, the server (100) of the present disclosure can increase the entertainment elements of the user.

[0058] However, it is not limited to the examples described above, and the user terminal (200) may automatically place speech bubbles on the user interface (i.e., game screen) related to the conversational game. Additionally, the user terminal (200) may generate a user-customized conversation set using multiple conditions and log data of the conversational game.

[0059] That is, a person skilled in the art to which this disclosure belongs will understand that the entity performing the technical features of this disclosure (e.g., technical features for automatically placing speech bubbles and technical features for generating user-customized dialogue sets, etc.) is not limited to any one device.

[0060] In the following description, for convenience of explanation, methods and embodiments for performing the technical features of the present disclosure are described from the perspective of a server (100). However, the entity performing the technical features of the present disclosure may be a server (100) or a user terminal (200), and is not limited to either one of the devices.

[0061] Hereinafter, a description of how the server (100) generates a user interface related to an interactive game and a method for generating a dialogue set will be given with reference to FIGS. 2 to 12.

[0062] A user terminal (200) according to some embodiments of the present disclosure may receive an interactive game service provided by a server (100). That is, a user terminal (200) according to some embodiments of the present disclosure may be a terminal of a user for playing a game.

[0063] The user terminal (200) may include, for example, a mobile phone, a smartphone, a laptop computer, a PDA (personal digital assistant), a slate PC, a tablet PC, and an ultrabook. However, it is not limited thereto.

[0064] According to some embodiments of the present disclosure, the user terminal (200) may include a processor (210), a communication unit (220), and a memory (230). However, the above-described components are not essential for implementing the user terminal (200), so the user terminal (200) may have more or fewer components than those listed above. Here, each component may be composed of a separate chip, module, or device, or may be included within a single device.

[0065] The processor (210) of the user terminal (200) can typically control the overall operation of the user terminal (200). The processor (210) can provide or process appropriate information or functions to the user by processing signals, data, information, etc. that are input or output through the components of the user terminal (200) or by running an application program stored in memory (230).

[0066] Additionally, the processor (210) can control at least some of the components of the user terminal (200) to run an application stored in memory (230). Furthermore, the processor (210) can operate at least two or more of the components included in the user terminal (200) in combination with each other to run the application.

[0067] The communication unit (220) of the user terminal (200) may include one or more modules that enable communication between the user terminal (200) and the server (100). Additionally, the communication unit (220) may include one or more modules that connect the user terminal (200) to one or more networks.

[0068] The memory (230) of the user terminal (200) stores data that supports various functions of the user terminal (200). The memory (230) can store a number of application programs (or applications) running on the user terminal (200), data for the operation of the user terminal (200), and commands. At least some of these application programs may be downloaded from an external server via wireless communication. In addition, at least some of these application programs may exist on the user terminal (200) from the time of shipment for the basic functions of the user terminal (200). Meanwhile, the application programs may be stored in the memory (230), installed on the user terminal (200), and driven by the processor (210) to perform the operation (or function) of the user terminal (200).

[0069] According to some embodiments of the present disclosure, a processor (210) of a user terminal (200) may store an interactive game application provided by a server (100) in memory (230). Additionally, the processor (210) may control a communication unit (220) to transmit log data of the interactive game application to the server (100) in order to receive a customized dialogue set in the interactive game.

[0070] The network (300) according to the embodiments of the present disclosure may be configured regardless of the mode of communication, such as wired and wireless, and may use various wired communication systems such as a Public Switched Telephone Network (PSTN), xDSL (x Digital Subscriber Line), RADSL (Rate Adaptive DSL), MDSL (Multi Rate DSL), VDSL (Very High Speed ​​DSL), UADSL (Universal Asymmetric DSL), HDSL (High Bit Rate DSL), and a Local Area Network (LAN). In addition, the network (300) may be a known World Wide Web (WWW) and may use wireless transmission technology used for short-range communication, such as Infrared Data Association (IrDA) or Bluetooth. In addition, the network (300) presented here may use various wireless communication systems such as CDMA (Code Division Multi Access), TDMA (Time Division Multi Access), FDMA (Frequency Division Multi Access), OFDMA (Orthogonal Frequency Division Multi Access), SC-FDMA (Single Carrier-FDMA), and other systems.

[0071] The technologies described in this specification can be used not only in the networks mentioned above but also in other networks.

[0072] The various embodiments described herein may be implemented, for example, in recording media and storage media readable by a computer or similar device using software, hardware, or a combination thereof.

[0073] According to hardware implementation, the embodiments described herein may be implemented using at least one of ASICs (application specific integrated circuits), DSPs (digital signal processors), DSPDs (digital signal processing devices), PLDs (programmable logic devices), FPGAs (field programmable gate arrays), processors, controllers, microcontrollers, microprocessors, and other electrical units for performing functions. In some cases, the embodiments described herein may be implemented as the processors themselves of the server (100) and the user terminal (200), respectively.

[0074] According to software implementation, embodiments such as the procedures and functions described herein may be implemented in separate software modules. Each of the software modules may perform one or more functions and operations described herein. Software code may be implemented as a software application written in a suitable programming language. The software code may be stored in the memory of the server (100) and the user terminal (200), respectively, and may be executed by the processor of the server (100) and the user terminal (200), respectively.

[0076] FIG. 2 is a drawing for illustrating an example of a user interface related to an interactive game according to some embodiments of the present disclosure.

[0077] Referring to FIG. 2, an example of a user interface screen (10) associated with an interactive game according to some embodiments of the present disclosure is illustrated. The user interface screen (10) may include a character image (11), a plurality of first texts (13) associated with a first dialogue of the character image (11), and a first speech bubble (12). However, the above-described components are not essential for configuring the user interface screen (10), so the user interface screen (10) may have more or fewer components than the components listed above.

[0078] Here, the first speech bubble (12) included in the user interface screen (10) may include a plurality of first texts (13). Also, the first speech bubble (12) may have a shape determined based on the type of the first dialogue. Additionally, the position where the first speech bubble (12) is displayed may be determined according to the type of the first dialogue. Also, the size of the first speech bubble (12) may be determined according to the number of the plurality of first texts (13). Here, the type of the first dialogue may refer to a method in which a character image expresses the first dialogue, such as general conversation, telephone conversation, inner thoughts, and shouting. However, it is not limited thereto.

[0079] That is, the processor (110) of the server (100) can recognize the type of the first line of dialogue when it acquires the first line of dialogue of the character image (11). Then, the processor (110) can determine the shape of the first speech bubble (12) to display the first line of dialogue based on the type of the first line of dialogue. For example, the processor (110) can determine the shape of the first speech bubble (12) by using the type of the first line of dialogue and a speech bubble shape table pre-stored in memory (130). However, it is not limited thereto, and the processor (210) of the user terminal (200) can recognize the type of the first line of dialogue when it acquires the first line of dialogue of the character image (11). Then, the processor (210) can determine the shape of the first speech bubble (12) to display the first line of dialogue based on the type of the first line of dialogue. For example, the processor (210) may determine the shape of the first speech bubble (12) using the type of the first speech bubble and a speech bubble shape table pre-stored in memory (230).

[0080] That is, the interface screen mentioned in the present specification can be determined by at least one processor of the server (100) or the user terminal (200).

[0081] Hereinafter, a description of how the processor (110) of the server (100) determines the shape of the first speech bubble (12) based on the type of the first speech bubble will be described later with reference to FIG. 3.

[0082] Meanwhile, the processor (110) can determine the location where the first speech bubble (12) is displayed based on the type of the first dialogue. For example, the processor (110) can determine the location where the first speech bubble (12) is displayed by using the type of the first dialogue and a speech bubble location table pre-stored in memory (130). However, it is not limited thereto.

[0083] Hereinafter, a description of how the processor (110) of the server (100) determines the location where the first speech bubble (12) is displayed based on the type of the first dialogue will be described later with reference to FIG. 4.

[0084] On the other hand, the processor (110) can determine the size of the first speech bubble (12) based on the number of multiple first texts (13) associated with the first dialogue. For example, the processor (110) can determine the size of the first speech bubble (12) using the number of multiple first texts and a speech bubble size table pre-stored in memory (130). However, it is not limited thereto.

[0085] Hereinafter, a description of how the processor (110) of the server (100) determines the size of the first speech bubble (12) based on the number of the first texts (13) will be described later with reference to FIG. 3.

[0086] A processor (110) of a server (100) according to some embodiments of the present disclosure can determine the shape, position, and size of a speech bubble included in a user interface screen (10) by using a type of a first dialogue or a plurality of first texts related to the type of a first dialogue, as described above.

[0087] Accordingly, the server (100) of the present disclosure can provide convenience in creating a user interface related to an interactive game. In addition, the server (100) can improve the productivity of interactive game content by providing convenience in creating a user interface.

[0088] According to some additional embodiments of the present disclosure, a first speech bubble (12) of a user interface screen (10) may include a speech bubble tail (17). Specifically, the first speech bubble (12) may include a speech bubble tail (17) depending on the type of the first dialogue.

[0089] More specifically, when the type of the first speech bubble (12) is a first type in which a speech bubble tail exists, the first speech bubble (12) may have a speech bubble tail (17) on a virtual line (16) connecting the first center point (15) of the character image (11) and the second center point (14) of the first speech bubble (12). Here, the first center point (15) is a point that serves as the center of the character image (11) and may be located in the exact center of the character image (11). For example, the first center point (15) may be a point where all the corners of each of the four rectangles meet when the character image (11) is divided into four rectangular areas of the same size. Additionally, the second center point (14) is a point that serves as the center of the first speech bubble (12) and may be located in the exact center of the first speech bubble (12). However, it is not limited thereto.

[0090] For example, the first speech bubble (12) may include the speech bubble tail (17) when the first line is a line expressing the character image (11) speaking. However, it is not limited thereto.

[0091] That is, the processor (110) of the server (100) can recognize the type of the first line of dialogue when it obtains the first line of dialogue of the character image (11). Then, the processor (110) can determine whether to display a speech bubble tail (17) on the first speech bubble (12) based on the type of the first line of dialogue. For example, if the processor (110) recognizes that the type of the first line of dialogue is a first type related to the character image (11) speaking, it can decide to display a speech bubble tail (17) on the first speech bubble (12).

[0092] And, the processor (110) of the server (100) can recognize the first center point (15) of the character image (11). Also, the processor (110) can recognize the second center point (14) of the first speech bubble (12). And, the processor (110) can decide to display the speech bubble tail (17) on the virtual line (16) connecting the first center point (15) and the second center point (14).

[0093] In this case, the speech bubble tail (17) may be provided to face the character image (11) from the first speech bubble (12). Accordingly, the processor (110) of the present disclosure can generate an interface screen so that each of the character image (11), the first speech bubble (12), and the speech bubble tail (17) of the first speech bubble (12) is displayed more naturally in an interactive game.

[0095] FIG. 3 is a drawing for illustrating an example of a speech bubble shape table and a speech bubble size table according to some embodiments of the present disclosure.

[0096] The table (20) illustrated in FIG. 3 may be a speech bubble shape table (20) and / or a speech bubble size table (20). That is, a single table may include information on the shape of a plurality of speech bubbles and information on the size of a plurality of speech bubbles. However, it is not limited thereto, and the speech bubble shape table and the speech bubble size table may exist separately.

[0097] According to some embodiments of the present disclosure, the shape of the first speech bubble (12) may be determined as a specific shape mapped to the type of the first speech bubble based on a speech bubble shape table (20) previously stored in memory (130).

[0098] Referring to FIG. 3, the speech bubble shape table (20) may include information about speech bubble shapes mapped to each of a plurality of types.

[0099] For example, the speech bubble shape table (20) may include information about a first shape corresponding to a first type (21) related to general conversation. Here, the first shape may be an elliptical shape including a tail, as illustrated. However, it is not limited thereto.

[0100] As another example, the speech bubble shape table (20) may include information about a second shape corresponding to a second type (22) related to a telephone conversation. Here, the second shape may be a polygonal shape as illustrated. However, it is not limited thereto.

[0101] As another example, the speech bubble shape table (20) may include information about a third shape corresponding to a third type (23) related to inner thoughts. Here, the third shape may be an elliptical shape that does not include a tail, as illustrated. Additionally, the speech bubble of the third shape may have a different color from speech bubbles having other shapes. For example, speech bubbles having the first shape and the second shape may include black text on a white background. And, speech bubbles having the third shape may include white text on a black background. However, they are not limited thereto.

[0102] As another example, the speech bubble shape table (20) may include information about a fourth shape corresponding to a fourth type (24) associated with a shout. Here, the fourth shape may be a polygonal shape with pointed vertices, as illustrated. However, it is not limited thereto.

[0103] As described above in the description of FIG. 2, the processor (110) of the server (100) can recognize the type of the first line of dialogue when it obtains the first line of dialogue of the character image. Then, the processor (110) can use the speech bubble shape table (20) to determine a speech bubble shape corresponding to the type of the first line of dialogue and generate an interactive game screen displayed on a user interface.

[0104] Accordingly, the server (100) of the present disclosure can improve the productivity of content creation by saving the time used by the content creator to determine the shape of the speech bubble.

[0105] According to some embodiments of the present disclosure, the size of the first speech bubble (12) may be determined to a specific size related to the number of first texts based on a speech bubble size table (20) that is pre-stored in memory (130).

[0106] As illustrated in FIG. 3, the speech bubble size table (20) may include information about speech bubble sizes mapped to each of a plurality of text count ranges.

[0107] For example, the speech bubble size table (20) may include information about a first size corresponding to a first number range (25). Here, the first number range (25) may be 1 to 5. And, the first size may be the smallest size among the speech bubble sizes. However, it is not limited thereto.

[0108] As another example, the speech bubble size table (20) may include information about a second size corresponding to a second number range (26). Here, the second number range (26) may be 6 to 10. Also, the second size may be larger than the first size and smaller than the third size. However, it is not limited thereto.

[0109] As another example, the speech bubble size table (20) may include information about a third size corresponding to a third number range (27). Here, the third number range (27) may be 11 to 30. Also, the third size may be larger than the second size and smaller than the fourth size. However, it is not limited thereto.

[0110] As another example, the speech bubble size table (20) may include information about a fourth size corresponding to a fourth number range (28). Here, the fourth number range (28) may be 31 to 48. And, the fourth size may be the largest size. However, it is not limited thereto.

[0111] As described above in the description of FIG. 2, the processor (110) of the server (100) can recognize the number of multiple first texts related to the first dialogue. Then, the processor (110) can determine the size of the first speech bubble (12) using the number of multiple first texts and the speech bubble size table (20) pre-stored in memory (130).

[0112] Accordingly, the server (100) of the present disclosure can improve the productivity of content creation by saving the time used by the content creator to determine the speech bubble size.

[0113] According to some additional embodiments of the present disclosure, the size of each of the plurality of first texts may be changed according to the number of the plurality of first texts.

[0114] Specifically, the size of each of the plurality of first texts can be determined by recognizing a specific size related to the number of the plurality of first texts in a text size table (not shown) that is pre-stored in memory (130). Here, the text size table may include information about a text size mapped to each of the ranges of the plurality of texts included in the table.

[0115] That is, the processor (110) of the server (100) can recognize the number of multiple first texts related to the first dialogue. And, the processor (110) can determine the size of the multiple first texts by using the number of multiple first texts and a text size table pre-stored in memory (130).

[0116] Accordingly, the server (100) of the present disclosure can improve the productivity of content creation by saving time used by the content creator to determine the size of the text.

[0118] FIG. 4 is a drawing for illustrating an example of a speech bubble position table according to some embodiments of the present disclosure.

[0119] According to some embodiments of the present disclosure, the location where the first speech bubble (12) is displayed may be determined as a specific location mapped to the type of the first speech bubble based on a speech bubble location table (30) pre-stored in memory (130).

[0120] Referring to FIG. 4, the speech bubble position table (30) may include information about speech bubble positions mapped to each of a plurality of types.

[0121] For example, the speech bubble position table (30) may include information (31) for a first position corresponding to a type related to the dialogue of the character image. Here, the first position may refer to the upper part of the interactive game screen displayed on the user interface. That is, the first position may be the upper part of the portion where the face of the character image is displayed, as illustrated. However, it is not limited thereto.

[0122] As another example, the speech bubble position table (30) may include information (32) for a second position corresponding to a type related to the inner thoughts of the character image. Here, the second position may refer to the central part of the interactive game screen displayed on the user interface. That is, the second position may be the chest part of the character image, as illustrated. However, it is not limited thereto.

[0123] As another example, the speech bubble position table (30) may include information (33) for a third position corresponding to a type other than dialogue of the character image (e.g., narration, messenger, and phone, etc.). Here, the third position may refer to the bottom part of the interactive game screen displayed on the user interface. However, it is not limited thereto.

[0124] As described above in the description of FIG. 2, the processor (110) of the server (100) can recognize the type of the first speech bubble. Then, the processor (110) can determine the location where the first speech bubble (12) is displayed by using the type of the first speech bubble and the speech bubble location table (30) that is pre-stored in memory (130).

[0125] Accordingly, the server (100) of the present disclosure can improve the productivity of content creation by saving the time used by the content creator to determine the position of the speech bubble.

[0126] According to some additional embodiments of the present disclosure, each of the information for a first position (31), information for a second position (32), and information for a third position (33) included in the speech bubble position table (30) may further include detailed position information.

[0127] For example, information (31) for the first position may include information for each of the first detailed position (1), the second detailed position (2), and the third detailed position (3). In this case, when the speech bubble is displayed at the first position, it may be displayed sequentially (in the order of 1, 2, 3) at each of the first detailed position (1), the second detailed position (2), and the third detailed position (3). However, it is not limited thereto, and the first speech bubble may be displayed at any of the first detailed position (1), the second detailed position (2), and the third detailed position (3).

[0128] As another example, information (32) for the second location may include information for the fourth detailed location (4), the fifth detailed location (5), and the sixth detailed location (6). When a speech bubble is displayed at the second location, it may be displayed sequentially (in the order of 4, 5, 6) at each of the fourth detailed location (4), the fifth detailed location (5), and the sixth detailed location (6). However, it is not limited thereto, and the first speech bubble may be displayed at any of the fourth detailed location (4), the fifth detailed location (5), and the sixth detailed location (6).

[0129] As another example, information (33) for the third location may include information for the seventh detailed location (7), the eighth detailed location (8), and the ninth detailed location (9). When a speech bubble is displayed at the third location, it may be displayed sequentially (in the order of 7, 8, 9) at each of the seventh detailed location (7), the eighth detailed location (8), and the ninth detailed location (9). However, it is not limited thereto, and the first speech bubble may be displayed at any of the seventh detailed location (7), the eighth detailed location (8), and the ninth detailed location (9).

[0130] According to some embodiments of the present disclosure, the position of the first speech bubble can be changed in detail as described above to prevent boredom of the interactive game user.

[0132] FIG. 5 is a drawing for illustrating another example of a user interface related to an interactive game according to some embodiments of the present disclosure. FIG. 6 is a drawing for illustrating an example of the direction in which an emoticon of another character is facing according to some embodiments of the present disclosure.

[0133] Referring to FIG. 5, another example of a user interface screen (40) associated with an interactive game according to some embodiments of the present disclosure is illustrated. The user interface screen (40) may include a character image (41), a plurality of second texts (43) associated with a second line of dialogue of another character unrelated to the character image (41), a second speech bubble (42) having a shape determined based on the type of the second line of dialogue and including the plurality of second texts (43), and an emoticon (44) of another character looking at the character image. However, the above-described components are not essential for configuring the user interface screen (40), so the user interface screen (40) may have more or fewer components than the components listed above.

[0134] Here, the location where the second speech bubble (42) included in the user interface screen (40) is displayed can be determined according to information about the virtual location (45) of another character. Additionally, the emoticon (44) of another character can be placed on the second speech bubble (42). Furthermore, the size of the second speech bubble (42) can be determined according to the number of multiple second texts (43).

[0135] That is, the processor (110) of the server (100) can determine the location where the second speech bubble (42) is displayed based on information about the virtual location (45) of another character. And, the processor (110) can determine the direction in which the emoticon (44) of another character placed on the second speech bubble (42) is facing based on information about the virtual location (45) of another character.

[0136] For example, referring to FIG. 6, if the virtual location (45) of another character is located in the first direction (e.g., left) of the character image (41), the second speech bubble (42) may be displayed in the first direction. Also, the emoticon (44-1) of the other character may be formed to face the direction opposite to the first direction (e.g., right). However, it is not limited thereto, and the emoticon (44-1) of the other character may be formed to face the front or the direction set as the default direction.

[0137] As another example, if the virtual location (45) of another character is located in the second direction (e.g., downward) of the character image (41), the second speech bubble (42) may be displayed in the second direction. Also, the emoticon (44-2) of the other character may be formed to face the direction opposite to the second direction (e.g., upward). However, it is not limited thereto, and the emoticon (44-2) of the other character may be formed to face the front or the direction set as the default direction.

[0138] As another example, if the virtual location (45) of another character is located in the third direction (e.g., right) of the character image (41), the second speech bubble (42) may be displayed in the third direction. Also, the emoticon (44-2) of the other character may be formed to face the direction opposite to the third direction (e.g., left). However, it is not limited thereto, and the emoticon (44-3) of the other character may be formed to face the front or the direction set as the default direction.

[0139] Accordingly, the processor (110) of the server (100) can determine the direction in which the other character's emoticon (44) is facing by using information about the other character's virtual location (45). In this case, the content creator can save time spent determining the direction in which the other character's emoticon (44) is facing. Accordingly, the productivity of content creation can be improved.

[0140] Additionally, interactive game users can suggest the location of another character and recognize the dialogue more intuitively through the direction in which the emoticon of another character that is not present on the screen is looking.

[0141] Meanwhile, referring again to FIG. 5, the processor (110) of the server (100) can recognize the type of the second line of dialogue when it acquires the second line of dialogue of another character. Then, the processor (110) can determine the shape of the second speech bubble (42) to display the first line of dialogue based on the type of the second line of dialogue. For example, the processor (110) can determine the shape of the second speech bubble (12) using the type of the second line of dialogue and a speech bubble shape table pre-stored in memory (130). However, it is not limited thereto.

[0142] Hereinafter, the explanation of the method by which the processor (110) of the server (100) determines the shape of the speech bubble based on the type of dialogue is described above with reference to FIG. 3, and the explanation of the method of determining the shape of the second speech bubble (42) based on the type of the second dialogue is omitted.

[0143] According to some additional embodiments of the present disclosure, a second speech bubble (42) of a user interface screen (40) may include a speech bubble tail (48). Specifically, the second speech bubble (42) may include a speech bubble tail (48) depending on the type of the second dialogue.

[0144] More specifically, the second speech bubble (42) may have a speech bubble tail (48) on a virtual line (47) connecting a specific point related to the virtual location (45) of another character and the third center point (46) of the second speech bubble (42).

[0145] That is, the processor (110) of the server (100) can recognize a specific point related to the virtual location (45) of another character. Additionally, the processor (110) can recognize the third center point (46) of the second speech bubble (42). And, the processor (110) can decide to display the speech bubble tail (48) on the virtual line (47) connecting the specific point and the third center point (46).

[0146] In this case, the speech bubble tail (48) may be provided to face the virtual location of another character in the second speech bubble (42). Accordingly, the processor (110) of the present disclosure may cause the interactive game user to suggest the virtual location of another character that is not displayed on the screen, thereby increasing the entertainment value of the interactive game.

[0148] FIG. 7 is a drawing for explaining an example of a method for determining the motion of a character image according to some embodiments of the present disclosure.

[0149] According to some embodiments of the present disclosure, a character image included in a user interface screen may be a variable image. Specifically, the character image may change according to motion information of the character image determined based on a specific emotion related to a first line of dialogue of the character image.

[0150] Here, the motion information may be the information regarding the motion of a character mapped to each of the multiple emotions included in the motion table, specifically the information mapped to the aforementioned specific emotion.

[0151] Specifically, a specific emotion can be determined based on whether at least one specific keyword or specific punctuation mark is included in a plurality of first texts related to the first dialogue.

[0152] More specifically, a specific emotion can be determined using a plurality of first texts and an emotion table pre-stored in memory (130). The emotion table may include information about emotions mapped to each of a plurality of keywords and a plurality of punctuation marks. In this case, the specific emotion can be extracted by searching the emotion table for the emotion mapped to each of at least one keyword and at least one punctuation mark included in the plurality of first texts.

[0153] Meanwhile, if multiple emotions are extracted through an emotion table, a specific emotion can be determined as the emotion that is extracted most frequently among them.

[0154] Below, an example of how a specific emotion is determined is explained with reference to FIG. 7.

[0155] For example, referring to FIG. 7, the processor (110) of the server (100) can recognize the specific keywords (52-1) included in the emotion table, such as “funny” and “hahaha,” in the plurality of first texts (51-1) when the plurality of first texts (51-1) are “Oh, that’s really funny hahaha.” Additionally, the processor (110) can search for the specific keywords (52-1) in the emotion table to extract a specific emotion. Then, the processor (110) can change the character image (54-1) using motion information (53-1) (e.g., a laughing motion) mapped to the extracted specific emotion.

[0156] In another example, the processor (110) of the server (100) can recognize “??”, a specific keyword (52-2) included in the emotion table, in the case where a plurality of first texts (51-2) are “Is it really there???”. Additionally, the processor (110) can search for the specific keyword (52-2) in the emotion table to extract a specific emotion. Then, the processor (110) can change the character image (54-2) using motion information (53-2) (e.g., a curious motion) mapped to the extracted specific emotion.

[0157] As another example, the processor (110) of the server (100) can recognize “..” and “...”, which are specific keywords (52-3) included in the emotion table, in the plurality of first texts (51-3) when the plurality of first texts (51-3) are “..Okay...” Additionally, the processor (110) can search for the specific keywords (52-3) in the emotion table to extract a specific emotion. Then, the processor (110) can change the character image (54-3) using motion information (53-3) (e.g., a motion of contemplation) mapped to the extracted specific emotion.

[0158] As another example, the processor (110) of the server (100) can recognize “Don’t do it” and “!”, which are specific keywords (52-4) included in the emotion table, in the case where a plurality of first texts (51-4) are “Don’t do it!”. Additionally, the processor (110) can search for the specific keywords (52-4) in the emotion table to extract a specific emotion. Then, the processor (110) can change the character image (54-4) using motion information (53-4) (e.g., an angry motion) mapped to the extracted specific emotion.

[0159] Accordingly, the server (100) of the present disclosure can improve the productivity of content creation by saving the time used by the content creator to determine the motion of the character image.

[0160] According to some additional embodiments of the present disclosure, a processor (110) of a server (100) inputs a first dialogue into a pre-trained emotion analysis model and can recognize a specific emotion using result data output by the emotion analysis model.

[0161] Specifically, when the processor (110) obtains a first line of dialogue of a character image, it can recognize a plurality of first texts related to the first line of dialogue. Then, the processor (110) inputs the plurality of first texts into an emotion analysis model to recognize a specific emotion corresponding to the plurality of first texts.

[0162] Here, the sentiment analysis model can be trained using a training data set that includes training data generated by labeling training text data related to a first line of dialogue with training sentiment data related to the first line of dialogue during the training process of the sentiment analysis model. Additionally, the sentiment analysis model can be composed of a deep neural network (DNN).

[0163] That is, the processor (110) of the server (100) can generate training data by labeling training emotion data related to the first dialogue with training text data related to the first dialogue. Additionally, the processor (110) can generate an emotion analysis model by training a deep neural network through the training data. Furthermore, the processor (110) can input the plurality of first texts into the emotion analysis model to obtain information about the emotions corresponding to the plurality of first texts. However, it is not limited thereto.

[0164] A deep neural network may refer to a neural network that includes multiple hidden layers in addition to input and output layers. Using a deep neural network allows for the identification of latent structures in data. That is, it is possible to identify the latent structures of photos, text, videos, voice, and music (e.g., what objects are present in a photo, what the content and emotions of a text are, what the content and emotions of a voice are, etc.). Deep neural networks may include convolutional neural networks (CNN), recurrent neural networks (RNN), autoencoders, Generative Adversarial Networks (GAN), restricted Boltzmann machines (RBM), deep belief networks (DBN), Q networks, U networks, Siamese networks, etc. The description of deep neural networks described above is merely illustrative and the present disclosure is not limited thereto.

[0165] In one embodiment of the present disclosure, the network function may include an autoencoder. The autoencoder may be a type of artificial neural network for outputting output data similar to the input data. The autoencoder may include at least one hidden layer, and an odd number of hidden layers may be placed between the input and output layers. The number of nodes in each layer may be reduced from the number of nodes in the input layer to an intermediate layer called a bottleneck layer (encoding), and then expanded symmetrically from the bottleneck layer to the output layer (symmetrically with respect to the input layer). In this case, although the example in FIG. 2 is illustrated as having a symmetrical dimensionality reduction layer and a dimensionality restoration layer, the present disclosure is not limited thereto, and the nodes of the dimensionality reduction layer and the dimensionality restoration layer may or may not be symmetrical. The autoencoder may perform non-linear dimensionality reduction. The number of input and output layers may correspond to the number of sensors remaining after the preprocessing of the input data. In the autoencoder structure, the number of nodes in the hidden layer included in the encoder may have a structure in which the number of nodes decreases as it moves away from the input layer. If the number of nodes in the bottleneck layer (the layer with the fewest nodes located between the encoder and decoder) is too small, a sufficient amount of information may not be transmitted, so it may be maintained at a certain number or higher (e.g., more than half the number of the input layer). Neural networks can be trained using at least one of supervised learning, unsupervised learning, and semi-supervised learning. The training of a neural network is intended to minimize errors in the output.Neural network training is a process in which training data is repeatedly fed into the network, the error between the network's output and the target is calculated, and the weights of each node in the network are updated by backpropagating the error from the output layer to the input layer in a direction that reduces the error. In the case of supervised learning, training data is used where the correct answer is labeled for each data point (i.e., labeled training data), whereas in the case of unsupervised learning, the correct answer may not be labeled for each data point. For example, in the case of supervised learning regarding data classification, the training data may consist of data where each data point is labeled with a category. The labeled training data is input into the neural network, and the error can be calculated by comparing the network's output (category) with the label of the training data. As another example, in the case of unsupervised learning regarding data classification, the error can be calculated by comparing the input training data with the neural network's output. The calculated error is backpropagated in the neural network (i.e., from the output layer to the input layer), and through backpropagation, the connection weights of each node in each layer of the neural network can be updated. The amount of change in the connection weights of each node being updated can be determined by the learning rate. The neural network's calculation of the input data and the backpropagation of the error can constitute a learning cycle (epoch). The learning rate can be applied differently depending on the number of iterations of the neural network's learning cycle. For example, a high learning rate can be used in the early stages of training to quickly achieve a certain level of performance and increase efficiency, while a low learning rate can be used in the later stages to improve accuracy.

[0166] In the training of neural networks, the training data is generally a subset of the real-world data (i.e., the data intended to be processed by the trained neural network). Consequently, a training cycle may exist where errors decrease on the training data but increase on the real-world data. Overfitting is a phenomenon where the network learns excessively on the training data, leading to increased errors on real-world data. For example, a neural network trained on yellow cats might fail to recognize cats when seeing anything other than yellow, which can be considered a type of overfitting. Overfitting can act as a cause for increased errors in machine learning algorithms. Various optimization methods can be used to prevent this overfitting. To prevent overfitting, methods such as increasing the training data, regularization, or dropout—which involves omitting some nodes from the network during the training process—can be applied.

[0168] FIG. 8 is a flowchart illustrating an example of a method for a server to transmit a user-customized conversation set to a user terminal according to some embodiments of the present disclosure.

[0169] According to some embodiments of the present disclosure, a processor (110) of a server (100) may receive condition information from a user terminal (200) through a communication unit (120). Here, the condition information may be information for determining a dialogue set related to the dialogue of a character image. In addition, the server (100) may receive the condition information when an interactive game application is running on the user terminal (200). For example, the condition information may include at least one of a first condition information related to time or date, a second condition information related to the location (or movement) of the user terminal, and a third condition information related to the execution of the interactive game application. For example, the first condition information may include information about time. The second condition information may include information about the current location. The third condition information may include information about the game access time. However, it is not limited thereto.

[0170] The processor (110) of the server (100) can obtain a first conversation set based on condition information received from the user terminal (200) (S110). Here, the first conversation set may refer to data generated based on condition information and log data generated when an interactive game application was previously executed on the user terminal (200). However, it is not limited thereto.

[0171] Specifically, the processor (110) can use condition information to recognize whether a specific condition among a plurality of preset conditions is satisfied. If the processor (110) recognizes that the specific condition is satisfied using the condition information, it can obtain a first dialogue set corresponding to the specific condition among a plurality of dialogue sets preset in memory (130).

[0172] For example, if the condition information is a first condition information related to a time or date, the processor (110) of the server (100) can use the first condition information to recognize whether a specific condition related to a specific time or a specific date is satisfied. And, if the processor (110) recognizes that the specific condition is satisfied, it can obtain a first conversation set related to a specific time or a specific date. In this case, the first conversation set may include a sentence related to at least one of the specific time or a specific date. For example, the first conversation set may include a sentence such as "Good morning!" related to a specific time. However, it is not limited thereto.

[0173] In another example, the processor (110) of the server (100) may obtain location information of the user terminal (200) from the user terminal (200) when the condition information is second condition information related to the location of the user terminal (200). Additionally, the processor (110) may recognize whether the user terminal (200) is moving based on the location information. Furthermore, if the processor (110) recognizes that the user terminal (200) is moving, it may obtain a first conversation set related to the movement of location. In this case, the first conversation set may include sentences related to the movement of location. For example, the first conversation set may include sentences related to the movement of location such as "Are you walking? How is the weather?". However, it is not limited thereto.

[0174] In another example, the processor (110) of the server (100) may obtain location information of the user terminal (200) from the user terminal (200) when the condition information is second condition information related to the location of the user terminal (200). Additionally, the processor (110) may recognize whether the current location of the user terminal (200) matches a specific location included in the log data based on the location information. If the processor (110) recognizes that the current location of the user terminal (200) matches a first location included in the log data or a second location pre-stored in memory (130), it may obtain a first conversation set related to the first location or the second location. In this case, the first conversation set may include sentences related to the first location or the second location. For example, the first conversation set may include sentences such as "Are you looking at the sea?" related to a specific location. However, it is not limited thereto.

[0175] As another example, the processor (110) of the server (100) can recognize an account linked to the user terminal using the third condition information when the condition information is third condition information related to the execution of an interactive game application. Additionally, the processor (110) can recognize log data of an account linked to the user terminal (200). Here, the log data of an account linked to the user terminal (200) may be stored in the memory (130) of the server (100).

[0176] Meanwhile, the processor (110) can use log data to recognize whether a specific condition related to the game progress state is satisfied. And, if the processor (110) recognizes that a specific condition related to the game progress state is satisfied, it can obtain a first dialogue set corresponding to the game progress state. In this case, the first dialogue set may include sentences related to the game progress state.

[0177] For example, the processor (110) can recognize the last connection time by using the account's log data. Additionally, the processor (110) can recognize the time of non-connection by comparing the last connection time with the current time. Furthermore, if the time of non-connection is longer than a preset time, the processor (110) can recognize that a specific condition related to the game progress status is satisfied. In this case, the first conversation set may include a sentence such as "Long time no see!". However, it is not limited thereto.

[0178] As another example, the processor (110) can recognize the number of conversations by using the account's log data. Then, the processor (110) can recognize that a specific condition related to the game progress status is satisfied if the number of conversations is greater than or equal to a preset number. In this case, the first conversation set may include sentences such as "We've gotten a bit closer now." However, it is not limited to this.

[0179] Meanwhile, when the processor (110) acquires the first dialogue set, it can control the communication unit (120) to transmit the first dialogue set to the user terminal (200) (S120). In this case, the user terminal (200) that receives the first dialogue set can output the first dialogue set with a specific character in an interactive game application.

[0180] As described above, the server (100) of the present disclosure can generate a user-customized conversation set using a plurality of conditions stored in memory (130) and log data of an interactive game. The server (100) can also provide the customized conversation set to an interactive game user.

[0181] Accordingly, the server (100) of the present disclosure can increase the immersion of interactive game users through a customized dialogue set. In addition, the server (100) can increase the entertainment elements of the user through a customized dialogue set.

[0182] Meanwhile, as described above in the description of FIG. 1, the user terminal (200) of the present disclosure can generate and provide a dialogue set of an interactive game.

[0183] Specifically, the processor (210) of the user terminal (200) can obtain a first dialogue set based on condition information obtained from the user terminal (200) in which an interactive game application is running. Then, the processor (210) can output a specific character and at least one message included in the first dialogue set in the interactive game application.

[0184] More specifically, when the processor (210) acquires a first conversation set, if it recognizes that a condition related to condition information satisfies a specific condition among a plurality of preset conditions, it may acquire a first conversation set corresponding to the specific condition among a plurality of conversation sets preset in the memory (230) of the user terminal (200).

[0185] Additionally, the processor (210) of the user terminal (200) can extract a specific keyword corresponding to each of a plurality of preset conditions from the log data. In this case, the processor (210) can generate a plurality of dialogue sets by inserting the specific keyword into a keyword insertion position of a sentence that is formed differently according to each of the plurality of preset conditions.

[0186] That is, the entity performing the “method for generating and providing a dialogue set in an interactive game” of the present disclosure may be a server (100) or a user terminal (200).

[0188] FIGS. 9 and 10 are flowcharts illustrating an example of a method for a server to generate a user-customized conversation set according to some embodiments of the present disclosure.

[0189] According to some embodiments of the present disclosure, a processor (110) of a server (100) can generate a user-customized conversation set related to the log data by using log data generated when an interactive game application was previously executed on a user terminal (200).

[0190] Specifically, referring to FIG. 9, the processor (110) of the server (100) can extract a specific keyword corresponding to each of a plurality of preset conditions from the log data (S130). Then, the processor (110) can generate a plurality of dialogue sets by inserting the specific keyword into a keyword insertion position of a sentence that is formed differently according to each of the plurality of preset conditions (S140).

[0191] For example, referring to FIG. 10, log data (60) may include the question "What food do you like?" and the answer "Chicken." Additionally, log data (60) may include the question "Do you like pizza?" and the answer "Yes."

[0192] And, a sentence formed according to specific conditions, "Is the late-night snack XX?" may exist. Here, the keyword insertion position (71) may be XX.

[0193] In this case, the processor (110) of the server (100) can extract a specific keyword (61), such as "chicken" or "pizza," from the log data (60). Then, the processor (110) can generate a conversation set (70) by inserting the extracted keyword (61) into the keyword insertion position (71) of the sentence "Is the late-night snack XX?" formed according to specific conditions.

[0194] That is, the processor (110) of the server (100) can generate a conversation set containing the sentences "Is the late-night snack chicken?" or "Is the late-night snack pizza?"

[0195] Accordingly, the server (100) of the present disclosure can increase the immersion of an interactive game user through a conversation set generated based on log data, which is a record of a game played by the user. In addition, the server (100) can increase the entertainment element of the user through a conversation set generated based on log data, which is a record of a game played by the user.

[0197] FIG. 11 is a flowchart illustrating an example of a method for a server to link an interactive game application and a chat application according to some embodiments of the present disclosure.

[0198] According to some embodiments of the present disclosure, a processor (110) of a server (100) may link an interactive game application and a chat application to provide the interactive game to a user.

[0199] Specifically, referring to FIG. 11, the processor (110) of the server (100) can recognize whether the interactive game application has been terminated on the user terminal (200). Meanwhile, if the processor (110) recognizes that the interactive game application has been terminated on the user terminal (200), it can obtain first log data generated up to the termination point in the interactive game (S210). Additionally, the processor (110) can generate a message based on the first log data (S220). Then, the processor (110) can control the communication unit (120) to transmit the message to the user terminal (200) (S230). In this case, the user terminal (200) can output the message in the chat application.

[0200] To explain further, after the interactive game user runs the interactive game application through the user terminal (200), the interactive game user can continue the conversation with the character image existing in the interactive game through another application, a chat application, even after the interactive game is terminated.

[0201] According to some embodiments of the present disclosure, a processor (110) of a server (100) can recognize whether an interactive game application has been re-executed on a user terminal (200). Meanwhile, if the processor (110) recognizes that an interactive game application has been re-executed on a user terminal (200), it can obtain second log data generated up to the time of re-execution in a chat application (S240). Additionally, the processor (110) can generate a second conversation set based on the second log data. Then, the processor (110) can control a communication unit (120) to transmit the second conversation set to the user terminal (200) (S260). In this case, the user terminal (200) can output the specific character and the second conversation set in the interactive game application.

[0202] To explain again, interactive game users can continue the conversation they were having with the character image of the interactive game through the chat application within the interactive game application.

[0203] As described above, the server (100) of the present disclosure can provide a conversation function with a character image of a conversational game in each of the conversational game application and the chat application. In addition, the server (100) can link the conversational game application and the chat application to provide a seamless conversation function.

[0204] Accordingly, the server (100) of the present disclosure can continuously maintain the conversation between the user and the character image of the interactive game, thereby increasing the user's immersion.

[0205] In the following description, methods and embodiments for a processor of a computing device to perform the technical features of the present disclosure are described. Here, the processor of the computing device may be a processor (110) of a server (100) or a processor (210) of a user terminal (200).

[0206] According to some embodiments of the present disclosure, a processor of a computing device (e.g., a user terminal) may output a first message generated through a character account corresponding to a character of an interactive game application on a chat application.

[0207] For example, when the processor (110) of the server (100) recognizes that the chat application has been terminated, it may create a character account corresponding to a character of the conversational game application. When the character account is created, the processor (110) may create a first message through the character account. Then, the processor (110) may transmit the first message to the user terminal (200) so that the first message created through the character account is displayed on the user terminal (200). In this case, the user terminal (200) may display the first message received from the server (100) on the chat application.

[0208] As another example, when the processor (210) of the user terminal (200) recognizes that the chat application has been terminated, it can run a conversational game application in the background to create a character account corresponding to a character in the conversational game application. When the character account is created, the processor (210) can use the conversational game application running in the background to create a first message through the character account. And, when the first message is created, the processor (210) can output the first message through the chat application.

[0209] Here, a character account can be created on a chat application by the processor of a computing device when a user joins an interactive game. And, when an event related to the character occurs on the game application, the character account can be added to the friend list of the user account on the chat application.

[0210] For example, a character account may be added to the user account's friends list when the user exchanges numbers with a game character in an interactive game application (i.e., when a conversation related to exchanging numbers takes place during gameplay of the interactive game application). As another example, a character account may be added to the user account's friends list when the user first meets a game character in an interactive game application (i.e., when the character first appears in the interactive game application). However, this is not limited to these cases.

[0211] Additionally, if a character account is created on a chat application, the character account may request to add a friend to the user account. And, if the user account responds to the friend request and allows the friend addition, the character account may be added to the friend list of the user account.

[0212] According to some embodiments of the present disclosure, if a chat application is executed after an interactive game application has been terminated, the first message may be a message generated based on first log data generated in the interactive game application up to the point in time when the interactive game application was terminated.

[0213] For example, when a first message is generated by a server (100), the processor (110) of the server (100) may generate the first message using first log data. Then, the processor (110) may transmit the first message to the user terminal (200) so that the first message is displayed on a chat application installed on the user terminal (200). In this case, the user terminal (200) may display the first message received from the server (100) on the chat application. That is, the first message of the present disclosure may be a message generated and received from an external server (here, server (100)) related to a game application. However, it is not limited thereto.

[0214] As another example, when a first message is generated at a user terminal (200), the processor (210) of the user terminal (200) can generate the first message using first log data. Then, the processor (210) can output the first message on a chat application.

[0215] Hereinafter, the method by which a processor of a computing device generates a conversation set using log data has been described in detail with reference to FIG. 8, so a more specific description is omitted.

[0216] Additionally, when the chat application is terminated and the interactive game application is executed, a message generated based on at least one of the first message, the second message, and the reaction may be output on the interactive game application.

[0217] In other words, the user can continue the conversation they were having with a character in the conversational game through the chat application within the conversational game application. Accordingly, the computing device of the present disclosure can maintain the user's game immersion by continuously maintaining the conversation between the character in the conversational game and the user.

[0218] According to some other embodiments of the present disclosure, the first message may include a specific conversation set corresponding to a specific condition when a specific condition among a plurality of preset conditions is satisfied.

[0219] For example, the processor (110) of the server (100) may receive condition information from the user terminal (200). The processor (110) may recognize whether the condition included in the received condition information satisfies a specific condition among a plurality of preset conditions. If the specific condition among the plurality of preset conditions is satisfied, the processor (110) may recognize a specific conversation set corresponding to the specific condition. The processor (110) may transmit a first message containing the specific conversation set to the user terminal (200). In this case, the user terminal (200) may output the first message received from the server (100) on a chat application. That is, the first message of the present disclosure may be a message generated and received from an external server (here, the server (100)) associated with the game application. However, it is not limited thereto.

[0220] As another example, the processor (210) of the user terminal (200) can recognize condition information of the user terminal (200). The processor (210) can use the condition information to recognize whether a specific condition among a plurality of preset conditions is satisfied. And, if a specific condition among a plurality of preset conditions is satisfied, the processor (210) can output a first message including a specific conversation set corresponding to the specific condition on a chat application.

[0221] Hereinafter, the method by which a processor of a computing device generates a dialogue set using condition information has been explained in detail with reference to FIG. 8, so a more specific explanation is omitted.

[0222] According to some other embodiments of the present disclosure, the first message may be a message generated through an interactive game application running in the background when a chat application is running.

[0223] For example, when an interactive game application is executed on a user terminal (200) under the control of a server (100), the processor (110) of the server (100) may transmit a first message to the user terminal (200) through the interactive game application. In this case, the user terminal (200) may output the first message obtained through the interactive game application on a chat application. That is, the first message of the present disclosure may be a message generated by an external server associated with the interactive game application and transmitted to the user terminal (200). However, it is not limited thereto.

[0224] As another example, when an interactive game application is executed on a user terminal (200), the processor (210) of the user terminal (200) can obtain a first message from the interactive game application. Then, the processor (210) can output the first message obtained from the interactive game application on a chat application.

[0225] According to some embodiments of the present disclosure, a processor of a computing device (e.g., a user terminal) may perform a reaction determined based on a second message when a second message is obtained from a user account corresponding to a user playing an interactive game on a chat application as a response to a first message.

[0226] Here, the second message can be displayed on the chat application along with information indicating whether the character has acknowledged the second message.

[0227] And, the reaction may include at least one of a first reaction that outputs a response message to the second message, a second reaction that indicates that the character has not checked the second message through information indicating whether the message has been checked without outputting a response message, or a third reaction that indicates that the character has checked the second message through information indicating whether the message has been checked without outputting a response message. Here, the chat application may be an application that provides a read receipt function that indicates whether the chat partner has read the message.

[0228] Specifically, the reaction may be determined based on whether the second message includes a first keyword having a positive meaning mapped to the first message or a second keyword having a negative meaning mapped to the first message.

[0229] For example, the processor (110) of the server (100) may receive a second message from a user terminal (200). The processor (110) may recognize whether the second message contains at least one of the first keyword or the second keyword. The processor (110) may determine a reaction based on whether at least one of the first keyword or the second keyword is included. Then, the processor (110) may transmit a reaction control signal to the user terminal (200) so that the user terminal (200) performs the determined reaction.

[0230] As another example, the processor (210) of the user terminal (200) may obtain a second message from a chat application. The processor (210) may determine a reaction based on whether the second message contains at least one of the first keyword or the second keyword.

[0231] For example, the processor (210) of the user terminal (200) may determine the reaction to the second message as a first reaction if the second message contains a first keyword. Meanwhile, the processor (210) may determine the reaction to the second message as a second reaction if the second message contains both a first keyword and a second keyword. On the other hand, the processor (210) may determine the reaction to the second message as a third reaction if the second message contains a second keyword. However, it is not limited thereto.

[0232] Therefore, unlike existing chatbots that unconditionally send a response to a message, the user can feel like they are exchanging messages with a real person as the decision to reply or read is made based on the message sent by the user.

[0233] As described above, the computing device of the present disclosure can provide a conversation function similar to conversing with a real person to an interactive game user when the user converses with a character of the interactive game through a chat application. Accordingly, the computing device can increase the user's immersion in the interactive game.

[0234] According to some embodiments of the present disclosure, when a first reaction is performed at a user terminal (200), a response message may be output after a preset time has elapsed from the time when the second message is acquired or the time when the second message is indicated as having been read.

[0235] Here, the pre-set time may be a time determined based on the number of texts constituting the response message. However, it is not limited to this, and a time pre-set by an administrator may also be stored in the memory of the computing device.

[0236] For example, the processor (110) of the server (100) can generate a response message and determine a waiting time using the number of texts constituting the response message. Then, the processor (110) can transmit information about the response message and the waiting time to a user terminal (200). In this case, the user terminal (200) can output the response message after the waiting time has elapsed.

[0237] In another example, the processor (110) of the server (100) can generate a response message and determine a waiting time using the number of texts constituting the response message. Then, the processor (110) can transmit the response message to the user terminal (200) after the waiting time determined using the number of texts has elapsed from the time the second message is received. In this case, the user terminal (200) can output the response message after the waiting time has elapsed.

[0238] As another example, the processor (210) of the user terminal (200) can determine a waiting time corresponding to the number of texts constituting the response message after generating a response message. Then, the processor (210) can output the response message after the waiting time has elapsed.

[0239] As described above, the computing device of the present disclosure can provide the user with a conversation function similar to conversing with a real person (specifically, providing the sensation of a person typing a response message) when the user converses with a character of the interactive game through a chat application. Accordingly, the computing device can increase the user's immersion in the interactive game.

[0240] Therefore, unlike existing chatbots that respond immediately to messages sent by the user and provide a reply, the user receives a reply after a certain amount of time has passed since sending the message, giving the feeling of receiving a reply from a real person.

[0242] FIG. 12 is a flowchart illustrating an example of a method for a server to provide an interactive game on a real-time broadcasting platform according to some additional embodiments of the present disclosure.

[0243] According to some additional embodiments of the present disclosure, the processor (110) of the server (100) can provide an interactive game on a real-time broadcasting platform. That is, the real-time broadcasting platform and the interactive game application can be linked.

[0244] Specifically, referring to FIG. 12, the processor (110) of the server (100) can transmit the game screen (80) to the real-time broadcasting platform server so that the game screen running in the interactive game application is broadcast on the real-time broadcasting platform.

[0245] Here, the game screen (80) may include a character image (81), a first speech bubble (82), at least one selection button (83), and a chat window (84). Here, the at least one selection button (83) may be a button for selecting a response to the text contained in the first speech bubble (82). However, the above-described components are not essential for configuring the user game screen (80), so the game screen (80) may have more or fewer components than the components listed above.

[0246] According to some embodiments of the present disclosure, a processor (110) of a server (100) transmits the above-described game screen (80) to a real-time broadcasting platform server and then receives a response signal from the real-time broadcasting platform server for selecting at least one of the selection buttons (83). Here, the response signal received from the real-time broadcasting platform server may include information regarding the most frequently selected response among the response signals received from other user terminals participating in the real-time broadcast. Additionally, the response signal may include responses obtained from multiple users through a chat window (84) provided on the game screen (80). However, it is not limited thereto.

[0247] Meanwhile, the processor (110) of the server (100) can determine the next game screen to be transmitted after the game screen (80) based on the above response signal. And, the processor (110) can control the communication unit (120) to transmit the next game screen to the real-time broadcasting platform server.

[0248] According to some additional embodiments of the present disclosure, the server (100) may provide a real-time broadcasting platform to multiple users on its own. That is, the processor (110) of the server (100) of the present disclosure may transmit the game screen (80) to each of the multiple user terminals without transmitting or receiving separate data with the real-time broadcasting platform server as described above. Additionally, the processor (110) may receive a response signal from each of the multiple user terminals. Additionally, the processor (110) may determine the next game screen based on the response signal. Furthermore, the processor (110) may control the communication unit (120) to transmit the determined next game screen to each of the multiple user terminals.

[0249] As described above, the server (100) of the present disclosure can provide an interactive game in which multiple users can participate. Additionally, the server (100) can provide a chat function between multiple users.

[0250] Accordingly, the server (100) of the present disclosure can enhance the entertainment elements of each of the multiple users through a chat function. In addition, the server (100) can promote and facilitate the use of interactive games through real-time broadcasting.

[0252] FIG. 13 illustrates a brief and general schematic diagram of an exemplary computing environment in which embodiments of the present disclosure may be implemented.

[0253] Although the present disclosure has generally been described in relation to computer-executable instructions that can be executed on one or more computers, those skilled in the art will know that the present disclosure may be combined with other program modules and / or implemented as a combination of hardware and software.

[0254] Generally, modules in this specification include routines, procedures, programs, components, data structures, etc., that perform specific tasks or implement specific abstract data types. Furthermore, those skilled in the art will be well aware that the method of this disclosure may be implemented in other computer system configurations, including single-processor or multi-processor computer systems, minicomputers, mainframe computers, as well as personal computers, handheld computing devices, microprocessor-based or programmable consumer electronics, etc. (each of which may be connected to and operated with one or more associated devices).

[0255] The embodiments described in this disclosure may also be implemented in a distributed computing environment in which tasks are performed by remote processing devices connected via a communication network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.

[0256] Computers typically include various computer-readable media. Any medium accessible by a computer may be a computer-readable medium, and such computer-readable media include volatile and non-volatile media, transitory and non-transitory media, and removable and non-removable media. By example, but not limiting, computer-readable media may include computer-readable storage media and computer-readable transmission media.

[0257] Computer-readable storage media include volatile and non-volatile media, transient and non-transient media, and removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules or other data. Computer-readable storage media include, but are not limited to, RAM, ROM, EEPROM, flash memory or other memory technologies, CD-ROM, DVD (digital video disk) or other optical disk storage devices, magnetic cassettes, magnetic tapes, magnetic disk storage devices or other magnetic storage devices, or any other media that can be accessed by a computer and used to store desired information.

[0258] Computer-readable transmission media typically include all information transmission media that implement computer-readable instructions, data structures, program modules, or other data, etc., on a modulated data signal, such as a carrier wave or other transport mechanism. The term modulated data signal means a signal in which one or more of the characteristics of the signal are set or modified to encode information within the signal. By example, not limiting, computer-readable transmission media include wired media, such as wired networks or direct-wired connections, and wireless media, such as acoustic, RF, infrared, and other wireless media. Any combination of the media described above is also considered to be within the scope of computer-readable transmission media.

[0259] An exemplary environment (1100) for implementing various aspects of the present disclosure, including a computer (1102), is shown, wherein the computer (1102) includes a processing unit (1104), system memory (1106), and a system bus (1108). The system bus (1108) connects system components, including system memory (1106) (but not limited thereto), to the processing unit (1104). The processing unit (1104) may be any processor among various commercial processors. Dual processor and other multiprocessor architectures may also be used as the processing unit (1104).

[0260] The system bus (1108) may be any of several types of bus structures that can be additionally interconnected to a local bus using any of the memory bus, peripheral bus, and various commercial bus architectures. System memory (1106) includes read-only memory (ROM) (1110) and random access memory (RAM) (1112). The basic input / output system (BIOS) is stored in non-volatile memory (1110), such as ROM, EPROM, EEPROM, etc., and this BIOS includes basic routines that help transfer information between components within the computer (1102) at times such as during startup. The RAM (1112) may also include high-speed RAM, such as static RAM, for caching data.

[0261] The computer (1102) also includes an internal hard disk drive (HDD) (1114) (e.g., EIDE, SATA)—this internal hard disk drive (1114) may also be configured for external use within a suitable chassis (not shown)—a magnetic floppy disk drive (FDD) (1116) (e.g., for reading from or writing to a removable diskette (1118)), and an optical disk drive (1120) (e.g., for reading from a CD-ROM disk (1122) or reading from or writing to other high-capacity optical media such as a DVD). The hard disk drive (1114), the magnetic disk drive (1116), and the optical disk drive (1120) may each be connected to the system bus (1108) by a hard disk drive interface (1124), a magnetic disk drive interface (1126), and an optical drive interface (1128). The interface (1124) for implementing an external drive includes, for example, at least one or both of USB (Universal Serial Bus) and IEEE 1394 interface technologies.

[0262] These drives and associated computer-readable media provide non-volatile storage of data, data structures, computer-executable instructions, etc. In the case of a computer (1102), the drives and media correspond to storing any data in a suitable digital format. Although the description of computer-readable storage media above refers to HDDs, removable magnetic disks, and removable optical media such as CDs or DVDs, those skilled in the art will know that other types of computer-readable storage media, such as zip drives, magnetic cassettes, flash memory cards, cartridges, etc., may also be used in exemplary operating environments and that any of these media may contain computer-executable instructions for performing the methods of the present disclosure.

[0263] A number of program modules, including an operating system (1130), one or more application programs (1132), other program modules (1134), and program data (1136), may be stored in the drive and RAM (1112). All or part of the operating system, application, module and / or data may also be cached in RAM (1112). It will be well known that the present disclosure may be implemented in various commercially available operating systems or combinations of operating systems.

[0264] The user can input commands and information into the computer (1102) through one or more wired / wireless input devices, such as a pointing device like a keyboard (1138) and a mouse (1140). Other input devices (not shown) may include a microphone, an IR remote control, a joystick, a game pad, a stylus pen, a touch screen, etc. These and other input devices are often connected to the processing unit (1104) via an input device interface (1142) connected to the system bus (1108), but may also be connected via other interfaces such as a parallel port, an IEEE 1394 serial port, a game port, a USB port, an IR interface, etc.

[0265] A monitor (1144) or other type of display device is also connected to the system bus (1108) via an interface such as a video adapter (1146). In addition to the monitor (1144), the computer generally includes other peripheral output devices (not shown), such as speakers, a printer, and so on.

[0266] The computer (1102) may operate in a networked environment using a logical connection to one or more remote computers, such as remote computer(s) (1148), via wired and / or wireless communication. The remote computer(s) (1148) may be a workstation, server computer, router, personal computer, portable computer, microprocessor-based entertainment device, peer device, or other conventional network node, and generally include many or all of the components described for the computer (1102), but for brevity, only the memory storage device (1150) is illustrated. The illustrated logical connection includes a wired / wireless connection to a local area network (LAN) (1152) and / or a larger network, e.g., a wide area network (WAN) (1154). Such LAN and WAN networking environments are common in offices and companies and facilitate enterprise-wide computer networks, such as intranets, all of which can be connected to a global computer network, e.g., the Internet.

[0267] When used in a LAN networking environment, the computer (1102) is connected to a local network (1152) via a wired and / or wireless communication network interface or adapter (1156). The adapter (1156) may facilitate wired or wireless communication to the LAN (1152), and the LAN (1152) may also include a wireless access point installed therein to communicate with the wireless adapter (1156). When used in a WAN networking environment, the computer (1102) may include a modem (1158), be connected to a communication server on the WAN (1154), or have other means of establishing communication through the WAN (1154), such as through the Internet. The modem (1158), which may be an internal or external and a wired or wireless device, is connected to the system bus (1108) via a serial port interface (1142). In a networked environment, the program modules described for the computer (1102) or parts thereof may be stored in a remote memory / storage device (1150). It will be well known that the illustrated network connection is exemplary and that other means of establishing a communication link between computers may be used.

[0268] The computer (1102) operates to communicate with any wireless device or object that is deployed and operated via wireless communication, for example, a printer, scanner, desktop and / or portable computer, PDA (portable data assistant), communication satellite, any equipment or place associated with a wireless detectable tag, and a telephone. This includes at least Wi-Fi and Bluetooth wireless technologies. Accordingly, the communication may be a predefined structure as in a conventional network, or simply ad hoc communication between at least two devices.

[0269] Wi-Fi (Wireless Fidelity) enables connectivity to the Internet and other sources without wires. Wi-Fi is a wireless technology, similar to a cell phone, that allows devices, such as computers, to transmit and receive data indoors and outdoors—that is, anywhere within the coverage area of ​​a base station. Wi-Fi networks use a wireless technology called IEEE 802.11 (a, b, g, etc.) to provide secure, reliable, and high-speed wireless connections. Wi-Fi can be used to connect computers to each other, to the Internet, and to wired networks (using IEEE 802.3 or Ethernet). Wi-Fi networks can operate in unlicensed 2.4 and 5 GHz wireless bands, for example, at data rates of 11 Mbps (802.11a) or 54 Mbps (802.11b), or in products that include both bands (dual band).

[0270] Those skilled in the art will understand that the various exemplary logic blocks, modules, processors, means, circuits, and algorithm steps described in connection with the embodiments disclosed herein may be implemented by electronic hardware, various forms of programs or design code (referred to herein as “software”), or a combination of all such. To clearly illustrate this interoperability between hardware and software, various exemplary components, blocks, modules, circuits, and steps have been generally described above in relation to their functions. Whether such functions are implemented as hardware or software depends on the design constraints imposed on the specific application and the overall system. Those skilled in the art may implement the functions described in various ways for each specific application, but such implementation decisions should not be interpreted as being outside the scope of this disclosure.

[0271] The various embodiments presented herein may be implemented as methods, devices, or articles of manufacture using standard programming and / or engineering techniques. The term “article of manufacture” includes a computer program, carrier, or medium accessible from any computer-readable device. For example, computer-readable storage media include, but are not limited to, magnetic storage devices (e.g., hard disks, floppy disks, magnetic strips, etc.), optical discs (e.g., CDs, DVDs, etc.), smart cards, and flash memory devices (e.g., EEPROMs, cards, sticks, key drives, etc.). The term “machine-readable medium” includes, but is not limited to, wireless channels and various other media capable of storing, holding, and / or transmitting command(s) and / or data.

[0272] It should be understood that the specific order or hierarchy of steps in the presented processes is an example of exemplary approaches. It should be understood that the specific order or hierarchy of steps in the processes may be rearranged within the scope of this disclosure based on design priorities. The appended method claims provide elements of various steps in a sample order, but do not imply being limited to the specific order or hierarchy presented.

[0273] Description of the presented embodiments is provided so that a person skilled in the art may use or practice the present disclosure. Various modifications to these embodiments will be apparent to a person skilled in the art, and the general principles defined herein may be applied to other embodiments without departing from the scope of the present disclosure. Thus, the present disclosure is not limited to the embodiments presented herein, but should be interpreted in the broadest possible scope consistent with the principles and novel features presented herein.

Claims

Claim 1 A method for providing an interactive game through a processor of a computing device, comprising: a step of outputting a first message generated through a character account corresponding to a character of an interactive game application on a chat application; and a step of outputting a reaction determined based on a second message when a second message is obtained from a user account corresponding to a user playing the interactive game on the chat application as a response to the first message; wherein the character account is added to an account list including at least one counterpart account capable of sending and receiving messages with the user account on the chat application through linkage between the interactive game application and the chat application, and the first message is generated based on first log data generated in the interactive game application. Claim 2 A method for providing an interactive game according to claim 1, wherein the character account is added to the account list based on at least one of the conversation information and conversation history information between the user account and the character on the interactive game application. Claim 3 A method for providing an interactive game according to claim 1, wherein the character account is added to the account list when the user account accepts a friend request from the character account. Claim 4 A method for providing an interactive game according to claim 1, wherein the first message is generated based on first log data generated in the interactive game application when the chat application is executed. Claim 5 A method for providing an interactive game according to claim 1, wherein the first message includes a specific dialogue set corresponding to the specific condition when a specific condition among a plurality of preset conditions is satisfied. Claim 6 A method for providing an interactive game according to claim 1, wherein the reaction is determined based on whether the second message contains a pre-set keyword. Claim 7 A method for providing an interactive game according to claim 1, wherein the reaction is a reaction determined based on whether at least one of a first keyword having a positive meaning and a second keyword having a negative meaning is included in the second message. Claim 8 A method for providing an interactive game according to claim 1, wherein the second message is output on the chat application along with information indicating whether the character has checked the second message, and the reaction comprises at least one of a first reaction that outputs a response message to the second message, a second reaction that expresses through the information that the character has not checked the second message without outputting the response message, or a third reaction that expresses through the information that the character has checked the second message without outputting the response message. Claim 9 A method for providing an interactive game according to claim 8, wherein when the first reaction is performed, the response message is output after a preset time has elapsed from the time when the second message is acquired or the time when the second message is indicated as having been read. Claim 10 A method for providing an interactive game, wherein, in claim 9, the time previously set is a time determined based on the number of texts constituting the response message. Claim 11 A method for providing an interactive game according to claim 1, further comprising the step of outputting a message generated based on at least one of the first message, the second message, and the reaction on the interactive game application when the chat application is terminated and the interactive game application is executed. Claim 12 A computer program stored on a computer-readable storage medium, wherein the computer program includes instructions for a processor of a computing device providing an interactive game to perform the following steps: the step of outputting a first message generated through a character account corresponding to a character of an interactive game application on a chat application; and the step of outputting a reaction determined based on a second message when a second message is obtained from a user account corresponding to a user playing the interactive game on the chat application, wherein the character account is added to an account list including at least one counterpart account capable of sending and receiving messages with the user account on the chat application through linkage between the interactive game application and the chat application, and the first message is generated based on first log data generated in the interactive game application.

Citation Information

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