Server device, information processing device, and information providing method

The server device and information processing system analyze player data to derive clear patterns of game progression and trophy acquisition, addressing the lack of effective information provision in current technologies and enhancing user engagement by providing accurate play time and trophy acquisition insights.

WO2024257300A1PCT designated stage expired Publication Date: 2024-12-19SONY INTERACTIVE ENTERTAINMENT LLC

Patent Information

Application Number
PCT/JP2023/022223
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-15
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

Current technologies lack effective methods to analyze past play data of multiple players and provide useful information to users about game progression and completion times, especially in determining the order of activities and trophy acquisition within games.

Method used

A server device and information processing system that collect and analyze event data and trophy acquisition information from multiple players to derive clear patterns of game progression, allowing users to receive information on expected play time and trophy acquisition order, thereby enhancing user engagement and motivation.

Benefits of technology

The system provides users with accurate and timely information on game completion times and trophy acquisition paths, improving user experience and motivation by offering personalized play support and progress tracking.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure JP2023022223_19122024_PF_FP_ABST
    Figure JP2023022223_19122024_PF_FP_ABST
Patent Text Reader

Abstract

A server device 5 comprises: a play data acquisition unit 210 that acquires play data of a user who is playing a game; and an information generation unit 222 that generates information related to completion of the game by the user from the user's play data on the basis of a completion pattern indicating the order of a plurality of play units to be executed before completion of the game.
Need to check novelty before this filing date? Find Prior Art

Description

Server device, information processing device and information providing method

[0001] The present disclosure relates to a technique for providing information about a game to a user.

[0002] Patent Literature 1 discloses a server device that processes event data related to activities performed by multiple players. The server device acquires play times of the activities performed by multiple players, assigns the players to one of multiple classes according to their skill values, and determines a representative value of play time for each class based on the play times of the multiple players in each class. The server device notifies the user of an expected play time derived from the representative value of play time associated with the user's class.

[0003] Patent document 2 discloses a server device that supports users in winning virtual prizes, i.e., trophies. The server device extracts the relationship between the order in which trophies are won based on the order in which multiple players have won multiple trophies, and by referring to this relationship, notifies the user of information about the next trophy that the user may win.

[0004] JP 2022-63756 A JP 2022-57395 A

[0005] By collecting data (play data) from multiple players playing a game, it is possible to derive various information through statistical processing and present it to users. Therefore, an object of the present disclosure is to provide a technology for analyzing past play data of multiple players and presenting useful information to users who are currently playing.

[0006] A server device according to an embodiment of the present disclosure includes one or more processors having hardware, which acquire play data of a user playing a game, generate information relating to the user's completion of the game from the user's play data based on a completion pattern indicating the order of multiple play units to be performed until the game is completed, and provide the user with the information relating to the completion of the game.

[0007] A server device according to another aspect of the present disclosure includes a recording device that records past play data of a plurality of players, and one or more processors having hardware, wherein the one or more processors analyze the past play data of the plurality of players and derive a clear pattern that indicates the order of a plurality of play units to be executed until the game is cleared.

[0008] According to yet another aspect of the present disclosure, there is provided an information processing device including one or more processors having hardware, wherein the one or more processors acquire information regarding game completion generated based on a completion pattern indicating the order of multiple play units to be performed until the game is completed, and display an estimated time until the game is completed.

[0009] Another aspect of the information providing method of the present disclosure acquires play data of a user playing a game, generates information regarding the user's game completion from the user's play data based on a clear pattern indicating the order of multiple play units to be performed until the game is cleared, and provides the user with information regarding the game completion.

[0010] Any combination of the above components, and conversion of the present disclosure into a method, device, system, recording medium, computer program, etc., are also valid aspects of the present disclosure.

[0011] 1 is a diagram illustrating an information processing system according to an embodiment; FIG. 2 is a diagram illustrating a hardware configuration of an information processing device; FIG. 3 is a diagram illustrating functional blocks of an information processing device; FIG. 4 is a diagram illustrating functional blocks of a server device; FIG. 5 is a diagram for explaining a method of calculating play time; FIG. 6 is a diagram illustrating an example of a clear pattern for a game; and FIG. 7 is a diagram illustrating an example of a displayed system screen.

[0012] An overview of the present disclosure will be described. In an embodiment, an information processing device, which is a user terminal device, executes game software. When an event occurs in the game, the game software outputs event information identifying the event to the system software. An event occurs when there is a change in the progress of game play or a change in the behavior of a game character. The game software includes multiple play units, each of which has at least an end condition set.

[0013] Game software includes activities, which are a type of unit of play and have set start and end conditions. Activities may be composed of stages, quests, missions, tournaments, sessions, etc. Activities are set appropriately by the game maker, and, for example, one quest that appears in the course of the game may constitute one activity, or multiple quests may constitute one activity. When multiple quests constitute one activity, the end condition for that activity is to complete all of the multiple quests.

[0014] A game maker may define all of the stages, quests, missions, tournaments, and sessions incorporated into a game as activities, or may define only some of the stages, quests, missions, tournaments, or sessions as activities. As described above, one activity may be defined for a combination of multiple quests and missions, forming one unit of play.

[0015] When the game software starts an activity, it outputs to the system software event information including an activity identifier (activity ID) that identifies the activity and information indicating the start of the activity. When the game software ends the activity, it outputs to the system software event information including the activity ID and information indicating the end of the activity. When the activity ends, the game software may include the result of the activity (success or failure) in the event information. The system software generates event data by adding a user identifier (user account) that identifies the user, a game identifier (game ID) that identifies the game, and time information (timestamp) to the event information output from the game software, and transmits the event data to an external server device.

[0016] The server device collects event data transmitted from multiple information processing devices operated by multiple players and analyzes play trends related to activities. For example, the server device may statistically derive the play times of multiple players for activities based on the event data transmitted from the multiple information processing devices. The server device may also statistically derive the order in which multiple activities are performed within a single game based on the event data transmitted from the multiple information processing devices. For example, in games in which a story progresses according to a scenario, such as role-playing games (RPGs), multiple activities tend to be performed in a fixed order. Therefore, the server device can analyze the event data of multiple players to determine the order in which multiple activities are performed.

[0017] The game software sets various quests and missions (hereinafter simply referred to as "missions") as units of play separate from activities, for acquiring virtual rewards such as trophies. When a user completes a mission, the user is awarded the corresponding trophy. The mission completion conditions are play conditions that release the trophy to the user, and are also called the trophy's "unlock condition." The system software determines whether the trophy mission has ended by determining whether the trophy unlock condition has been met based on the event information output by the game software. The system software then transmits information on the acquisition of the unlocked trophy to an external server device.

[0018] The server device collects the information on the taking of trophies sent from multiple information processing devices operated by multiple players and analyzes the playing trends regarding the taking of trophies. For example, the server device may statistically derive the order in which multiple trophies are taken in a single game based on the information on the taking of trophies sent from multiple information processing devices.

[0019] FIG. 1 illustrates an information processing system 1 according to an embodiment of the present disclosure. The information processing system 1 according to the embodiment is a game system that assists a user in playing a game, and includes an information processing device 10 operated by the user (player) and a server device 5. An access point (hereinafter referred to as "AP") 8 functions as a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to be able to communicate with the server device 5 on a network 3. While FIG. 1 illustrates one user and one information processing device 10, the information processing system 1 is premised on the assumption that multiple information processing devices 10 operated by multiple players are connected to the server device 5 via the network 3.

[0020] The information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10. When the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of system software and game software, and causes the output device 4 to output the processing results. In the information processing system 1, the information processing device 10 is a game device (game console) that executes a game, and the input device 6 may be a device such as a game controller that supplies user operation information to the information processing device 10. The input device 6 may also be an input interface such as a keyboard or a mouse.

[0021] The auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or an SSD (solid state drive), and may be a built-in storage device or an external storage device connected to the information processing device 10 via a USB (universal serial bus) or the like. The output device 4 may be a television having a display for outputting images and speakers for outputting sounds. The output device 4 may be connected to the information processing device 10 by a wired cable or wirelessly.

[0022] The camera 7, which is an imaging device, is provided near the output device 4 and captures images of the space around the output device 4. While Fig. 1 shows an example in which the camera 7 is attached to the top of the output device 4, it may be placed on the side or bottom of the output device 4, and in either case, it is placed in a position where it can capture an image of a user positioned in front of the output device 4. The camera 7 may be a stereo camera.

[0023] The server device 5 provides network services to users of the information processing system 1. The server device 5 manages network accounts (user accounts) that identify each user, and each user signs in to the network service provided by the server device 5 using their network account. By signing in to the network service from their information processing device 10, users can register game save data and trophies, which are virtual rewards acquired during game play, on the server device 5. By registering save data and trophies on the server device 5, it becomes possible to synchronize save data and trophies even if a user uses an information processing device other than the information processing device 10.

[0024] In this embodiment, the server device 5 collects event data from multiple information processing devices 10. The server device 5 has a function of statistically processing information related to activities from the collected event data and deriving an expected play time for each activity. The server device 5 also has a function of deriving the order in which multiple activities were performed from the event data of multiple players who have completed a game. By deriving the order in which multiple activities were performed from the start of a game until the game was completed, it becomes possible to derive the progress rate of the game currently being played and the time remaining until the game was completed, and notify the user of this.

[0025] The server device 5 of the embodiment also collects information on the trophies taken by several players from several information processing devices 10. The server device 5 has the function of analyzing the playing trends regarding the taking of trophies from the collected information on the taking of trophies. In particular, the server device 5 has the function of deriving the order in which trophies are taken.

[0026] 2 shows the hardware configuration of the information processing device 10. The information processing device 10 includes a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.

[0027] The main system 60 includes a main CPU (Central Processing Unit), a memory and memory controller serving as a main storage device, a GPU (Graphics Processing Unit), etc. The GPU is primarily used for processing game programs. The main CPU has the function of starting up system software and executing game programs installed in the auxiliary storage device 2 in the environment provided by the system software. The subsystem 50 includes a sub-CPU, a memory and memory controller serving as a main storage device, etc., but does not include a GPU.

[0028] While the main CPU has the function of executing a game program installed in the auxiliary storage device 2, the sub-CPU does not have such a function. However, the sub-CPU does have the function of accessing the auxiliary storage device 2 and the function of sending and receiving data to and from the server device 5. The sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption than the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.

[0029] The main power button 20 is an input unit that receives operational input from the user, is provided on the front of the housing of the information processing device 10, and is operated to turn on or off the power supply to the main system 60 of the information processing device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off. The system controller 24 detects that the main power button 20 has been pressed by the user.

[0030] The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24 , the subsystem 50 , and the main system 60 .

[0031] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.

[0032] The media drive 32 is a drive device that is driven by loading a ROM medium 44 on which application software such as games and license information are recorded, and that reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disk, a magneto-optical disk, or a Blu-ray disk.

[0033] The USB module 34 is a module that connects to external devices via a USB cable. The USB module 34 may also be connected to the auxiliary storage device 2 and the camera 7 via USB cables. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 wirelessly communicates with the input device 6 using a communication protocol such as Bluetooth (registered trademark) or IEEE802.11. The wired communication module 40 communicates with external devices via a wired connection and connects to the network 3 via the AP 8.

[0034] 3 shows the functional blocks of the information processing device 10. The information processing device 10 comprises a processing unit 100 and a communication unit 102. The processing unit 100 comprises game software 110, an event information acquisition unit 120, a trophy processing unit 122, a transmission processing unit 124, a game image generation unit 130, a display processing unit 140 and an information acquisition unit 150.

[0035] The information processing device 10 includes a computer, which executes a program to realize various functions shown in FIG. 3 . The computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or multiple chips. The functional blocks shown in FIG. 3 are realized by cooperation between hardware and software. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various ways using hardware alone, software alone, or a combination thereof.

[0036] The game software 110 includes at least a game program, image data, sound data, and a configuration file. The game program receives operation information from the input device 6 by the user and performs calculations to move game characters in a virtual space. The game image generation unit 130 includes a GPU (Graphics Processing Unit) that performs rendering processing and the like, and generates game image data. The display processing unit 140 outputs the generated game images from the output device 4. The processing unit 100 also includes a game sound generation unit that generates game sound data, but this is not shown in FIG. 3.

[0037] When an event occurs during the game, the game program outputs event information indicating the event that has occurred. The event information acquisition unit 120 receives the event information from the game software 110 and provides it to the trophy processing unit 122. The event information acquisition unit 120 generates event data by adding the user account, the game ID and time information (timestamp) indicating the time when the event occurred to the event information and provides it to the transmission processing unit 124. The game program may also output the event information including the game ID and / or timestamp to the event information acquisition unit 120. The transmission processing unit 124 transmits the generated event data to the server device 5 via the communication unit 102.

[0038] In a game program, the start and end of an activity are coded as events. When an activity starts during the progress of a game, the game program outputs event information indicating the occurrence of an activity start event, and when the activity ends, the game program outputs event information indicating the occurrence of an activity end event. Game makers may incorporate various events into a game. For example, if a battle activity against an enemy boss is incorporated into a game, the game program outputs event information at the start of the battle, including an activity ID that identifies the battle activity and information indicating the start of the battle activity. When the player wins the battle against the enemy boss, the game program outputs event information including an activity ID that identifies the battle activity, information indicating the end of the battle activity, and information indicating the success of the activity.

[0039] The transmission processing unit 124 transmits event data related to activities performed by players to the server device 5 via the communication unit 102. In the information processing system 1, the event data transmission process is performed by all information processing devices 10 connected to the server device 5, and the server device 5 collects event data related to various activities of various games from the multiple information processing devices 10. Note that because there are events other than activities, the transmission processing unit 124 also transmits event data unrelated to activities to the server device 5. Upon acquiring event information from the game software 110, the event information acquisition unit 120 preferably immediately generates event data with a timestamp added, and the transmission processing unit 124 transmits the event data to the server device 5.

[0040] To motivate users to play the game, the game includes various missions for acquiring trophies. When a user completes a mission, the user is awarded the corresponding trophy. There are several types of trophies available in the game depending on the difficulty of the mission, with bronze, silver, gold, and platinum trophies available in order of difficulty.

[0041] The configuration file included in the game software 110 describes the correspondence between the event information output by the game and the conditions for unlocking trophies. For example, the configuration file describes that the event "defeat a minor boss" is the unlock condition for a bronze trophy. Similarly, the configuration file describes that the event "defeat a mid-boss" is the unlock condition for a silver trophy, and the event "defeat a major boss" is the unlock condition for a gold trophy.

[0042] When the trophy processing unit 122 receives event information from the event information acquisition unit 120, it refers to the configuration file and carries out a process of determining whether the trophy unlocking conditions are met. When the trophy processing unit 122 determines that the unlocking conditions are met, it generates information about the acquisition of the unlocked trophy and sends it to the sending unit 124. For example, when the trophy processing unit 122 receives event information indicating that a mid-boss has been defeated, it determines that the unlocking conditions for the silver trophy are met and generates information about the acquisition of the trophy. The information about the acquisition of the trophy includes an identification that identifies the game (game ID), an identification that identifies the unlocked trophy (trophy ID) and information about the time of unlocking (timestamp).

[0043] The sending unit 124 sends the generated information about the acquisition of trophies to the server device 5 via the communication unit 102. In the information processing system 1, the sending process of the information about the acquisition of trophies is carried out by all the information processing devices 10 connected to the server device 5, which collects the information about the acquisition of trophies in the various games from several information processing devices 10. As soon as the trophy processing unit 122 generates the information about the acquisition of trophies, the sending unit 124 preferably sends it to the server device 5.

[0044] 4 shows the functional blocks of the server device 5 of the embodiment. The server device 5 comprises a processing unit 200, a communication unit 202, a play data recording unit 250, a play time recording unit 260 and a clear pattern recording unit 262. The play data recording unit 250 comprises an event data recording unit 252 and a trophy acquisition information recording unit 254. The processing unit 200 comprises a play data acquisition unit 210, a play history identification unit 220, an information generation unit 222, an information provision unit 224 and an analysis unit 230. The play data acquisition unit 210 comprises an event data acquisition unit 212 and a trophy acquisition information acquisition unit 214. The analysis unit 230 comprises a play time derivation unit 232 and a clear pattern derivation unit 234.

[0045] The server device 5 includes a computer, which executes a program to realize various functions shown in FIG. 4 . The computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or multiple chips. The functional blocks shown in FIG. 4 are realized by cooperation between hardware and software. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various ways using hardware alone, software alone, or a combination thereof.

[0046] The play data acquisition unit 210 acquires various data (hereinafter also referred to as "play data") from multiple players playing the game and records it in the play data recording unit 250. Play data is data generated regarding game play, and indicates the situation or results when playing the game. The play data includes at least event data and / or trophy acquisition information. The play data recording unit 250 records the play data of multiple players.

[0047] The event data acquisition unit 212 acquires event data related to activities performed by multiple players from multiple information processing devices 10 and records the event data in the event data recording unit 252. The event data recording unit 252 records the event data for each game title, linking it to the player's network account. As described above, the event data includes at least a game ID, an activity ID, information indicating the start or end of the activity, and a timestamp. Note that the event data acquisition unit 212 may also acquire event data unrelated to activities and record it in the event data recording unit 252.

[0048] The unit for acquiring information on trophies taken 214 acquires information on trophies taken by several players from several information processing devices 10 and records it in the unit for recording information on trophies taken 254. The unit for recording information on trophies taken 254 records information on trophies taken for each game title, linked to the network account of the player. As already mentioned, the information on trophies taken includes at least the game ID, the trophy ID and a timestamp.

[0049] The following describes the process in which the analysis unit 230 analyzes past play data of multiple players of game X to derive information about play units such as activities and trophies.

[0050] <Processing for Deriving Play Time of Activity> The play time derivation unit 232 obtains the play time of the activity for multiple players from event data including start event information of the activity (start event data) and event data including end event information of the activity (end event data), which are recorded in the event data recording unit 252. The play time of the activity is calculated based on the timestamp included in the start event data and the timestamp included in the end event data.

[0051] FIG. 5 is a diagram illustrating a play time calculation method. FIG. 5 shows the start event and end event of activity S played by one player. Specifically, "S Start" indicates the start event of activity S, and "S End" indicates the end event of activity S. The start event data includes the start time t1 of activity S, and the end event data includes the end time t2 of activity S. The play time derivation unit 232 calculates the play time of activity S played by the player as (t2 - t1). The play time derivation unit 232 links the calculated play time of activity S to the player's network account and records it in the play time recording unit 260 together with the game ID and activity ID. Similarly, the play time derivation unit 232 calculates the play time of activity S played by other players, links it to the player's network account, and records it in the play time recording unit 260 together with the game ID and activity ID.

[0052] The play time derivation unit 232 averages the play times of all players derived for activity S in game X to derive an average play time for activity S, and records this in the play time recording unit 260. The play time derivation unit 232 also derives average play times for other activities in game X, and records the average play times for all activities in game X in the play time recording unit 260. The average play time is used as an expected play time for users who have not yet performed the activity.

[0053] The play time derivation unit 232 may derive an expected play time based on the user's game skill (class) rather than the average play time. Patent Document 1 discloses a technology in which players are assigned to one of multiple classes based on their skill values, and the median play time of multiple players in each class is used as the representative value of the play time for each class. The play time derivation unit 232 may derive a representative value of the play time for each class using the method disclosed in Patent Document 1, and record the representative value of the play time for each class in the play time recording unit 260. The representative value of the play time for each class is used as the expected play time for users who have not yet performed an activity.

[0054] As described above, the play time recording unit 260 records the predicted play time for an activity. Note that the representative value of the play time for each class is derived based on the user's gaming skill, and is therefore considered to indicate a more accurate predicted time than the average play time.

[0055] <Process for deriving the order of activities> The clear pattern deriving unit 234 analyzes the past event data of multiple players recorded in the event data recording unit 252 and derives a play pattern that indicates the order in which multiple play units were played by players who played the game to the end (completed the game). In the embodiment, this play pattern is called a "clear pattern". In the following, the clear pattern deriving unit 234 derives a clear pattern that indicates the order in which multiple activities were played until the game was completed. As will be described later, the clear pattern deriving unit 234 may also derive a clear pattern that indicates the order in which multiple trophies were acquired until the game was completed.

[0056] (Identifying the First Activity Performed in the Game) The clear pattern derivation unit 234 identifies the first activity performed by a player in game X (hereinafter also referred to as the "first activity"). The clear pattern derivation unit 234 may identify the activity that was first performed by the most players as the first activity.

[0057] (Identifying an activity indicating game completion) Next, the clear pattern deriving unit 234 identifies an activity indicating game completion (story completion). The clear pattern deriving unit 234 may identify an activity to be performed when the game is completed in accordance with the following criteria.

[0058] (Decision Criterion 1): The activity last performed by a player who has completed game X is identified as the activity indicating game completion (final activity). First, the completion pattern derivation unit 234 identifies players who have stopped playing game X altogether (game-quitting players) from the player's event data. Specifically, the completion pattern derivation unit 234 identifies players who have not played game X for a predetermined period of time (e.g., three months) or more. The completion pattern derivation unit 234 extracts the last activities performed by the game-quitting players, and identifies the last activity performed by the most game-quitting players as the final activity. Note that players who have stopped playing game X altogether include not only players who have completed game X but also players who quit game X midway (midway quitters), but it is considered that the last activities performed by midway quitters have little or no commonality. Therefore, the completion pattern derivation unit 234 may identify the last activity performed by the most game-quitting players as the final activity.

[0059] (Decision Criterion 2): Identify the final activity based on the attribute information of the activity. The game maker adds attribute information such as a name and description to each activity. The clear pattern deriving unit 234 may analyze the attribute information of the activities of game X to identify the final activity. For example, if the name of a certain activity is "Defeat the Final Boss" or the description is "Defeat this boss to clear the game," the clear pattern deriving unit 234 may decipher the meaning of the attribute information and identify this activity as the final activity.

[0060] Furthermore, if game X is made up of multiple chapters, the clear pattern deriving unit 234 analyzes the attribute information of the activities and identifies the chapter with the largest number as the final chapter. For example, when it is determined that chapter 9 is the final chapter, if the name of the activity is "Clear Chapter 9" or the description is "Chapter 9 is cleared," the clear pattern deriving unit 234 may decipher the meaning of the attribute information and identify this activity as the final activity.

[0061] The completion pattern derivation unit 234 may have a function of deriving multiple final activities. For example, if game X has multiple game completion modes, such as a good ending and a bad ending, it is preferable that the completion pattern derivation unit 234 derive multiple final activities. With regard to criterion 1, the completion pattern derivation unit 234 can identify multiple final activities by identifying the activity last performed by a predetermined percentage (e.g., 25%) or more of the players who have completed the game as the final activity. With regard to criterion 2, if the descriptions of multiple activities state that they are conditions for completing the game, the multiple activities may be identified as the final activities.

[0062] (Identifying Activities to Be Performed Until Game is Cleared) The clear pattern derivation unit 234 identifies an activity history common to many players based on the event data of multiple players, and derives the order of multiple activities that need to be performed until the game is cleared. In games in which a story progresses according to a scenario, such as RPGs, although there are some branching paths, a predetermined number of activities are generally performed in a set order. The clear pattern derivation unit 234 investigates the story progression (activity history) common to many players, identifies the order of multiple activities that need to be performed until the game is cleared, and derives a clear pattern.

[0063] The completion pattern includes at least a play pattern indicating the order in which activities that are necessary to complete the game are performed. Since stories generally branch, it is preferable that the completion pattern derivation unit 234 derives completion patterns for routes branching from the main pattern in addition to completion patterns for main activities.

[0064] The clear pattern deriving unit 234 may determine the order in which activities are performed based on the attribute information of the activities. For example, if the name of a certain activity is "Just before defeating the final boss" or the description is "Once you beat this, you'll face the final boss," the clear pattern deriving unit 234 may decipher the meaning of the attribute information and determine that this activity is the activity that is performed just before the final activity. Furthermore, if game X is made up of multiple chapters and the final chapter is chapter 9, the clear pattern deriving unit 234 may determine that the activities of chapters 1 to 8 are performed in this order.

[0065] In addition, if a flag indicating that an activity must be performed is set for the activity, and the condition for clearing the game is to perform all activities for which the flag is set, the clear pattern derivation unit 234 may use the flag to extract multiple activities that must be performed and determine the order in which they are to be performed.

[0066] As described above, the clear pattern derivation unit 234 performs statistical processing on past event data from multiple players to derive a clear pattern that indicates the order in which multiple activities are performed until the game is cleared. The clear pattern derivation unit 234 records the derived clear pattern in the clear pattern recording unit 262. This statistical processing may be performed periodically. By analyzing past event data from multiple players, the clear pattern derivation unit 234 can improve the accuracy of the clear pattern.

[0067] FIG. 6 shows an example of a clear pattern for game X. The clear pattern indicates the order of activities performed from the first activity to the last activity. In this example, activity A is identified as the first activity, and activity E is identified as the last activity. Arrows connecting activities indicate the direction of transition between the activities, and the thickness of the arrow reflects the number of players, with thicker arrows indicating a larger number of players. Below each activity, the expected play time for the activity, as recorded in the play time recording unit 260, is written.

[0068] The clear pattern derivation unit 234 analyzes past event data recorded in the event data recording unit 252 to identify the order of activities required from the start of play to clearing the game. In this example, after performing activity A, a player performs activity B1 or activity B2. As indicated by the thickness of the arrows, a large number of players perform activity B1, and a small number of players perform activity B2.

[0069] After performing activity B1 or activity B2, players perform activity C. After that, approximately 50% of players perform activity D, approximately 40% of players perform activity S before performing activity D, and approximately 10% of players perform activity X before performing activity D. After performing activity D, players perform activity E and clear the game. Note that in this example, there are players who perform activity V and activity W after clearing the game.

[0070] In this clear pattern, the order of activity A, activity B1, activity C, activity D, and activity E indicates the main pattern performed by the most players. Activity B1 and activity B2 are performed selectively. Therefore, the pattern of activity A, activity B1, activity C, activity D, and activity E and the pattern of activity A, activity B2, activity C, activity D, and activity E constitute the clear pattern required to clear the game. Activity S and activity X are not essential to clearing the game, but activity S is considered to be an activity worth playing because it is performed by many players.

[0071] <Play Support Information Presentation Function> Next, a description will be given of the play support information presentation function of the server device 5. When a user is playing a game, the event data acquisition unit 212 acquires event data from the information processing device 10 in real time and records the event data in the event data recording unit 252. The play history identification unit 220 reads, in real time, from the event data recording unit 252, the activity implementation history of the user currently playing the game.

[0072] The information generating unit 222 generates information about game completion by the user from the most recent execution history of the user's activities. Specifically, the information generating unit 222 generates information about game completion by the user from the execution history of the user's activities based on the completion pattern recorded in the completion pattern recording unit 262.

[0073] (Deriving the Progress Rate of Game Play) The information generation unit 222 may generate information indicating the progress of game play as information related to game completion. The information generation unit 222 generates the information indicating the progress of game play using the following (Equation 1).

[0074] This will be explained based on the clear pattern shown in Figure 6. When the user finishes activity C, the play history identification unit 220 identifies a play history indicating that the user has performed activity A, activity B1, and activity C. The information generation unit 222 derives the progress rate of game play using (Equation 1).

[0075] The "total expected play time of activities required to complete the game performed to date" is calculated as the sum of the expected play times of activity A, activity B1, and activity C. The information generation unit 222 refers to the play time recording unit 260, which records the expected play times of the activities, and calculates "90 minutes" by adding up the expected play time of activity A (30 minutes), the expected play time of activity B1 (20 minutes), and the expected play time of activity C (40 minutes).

[0076] The "total estimated play time of activities required from the start of the game to completion" is calculated as the sum of the "total estimated play time of activities required to complete the game up to now" and the "total estimated play time of activities in the main completion pattern to be performed." The information generation unit 222 refers to the play time recording unit 260 and adds up the estimated play time of activity A (30 minutes), the estimated play time of activity B1 (20 minutes), the estimated play time of activity C (40 minutes), the estimated play time of activity D (25 minutes), and the estimated play time of activity E (35 minutes), to calculate "150 minutes."

[0077] Therefore, the information generation unit 222 calculates the game play progress as 60% (=90 minutes / 150 minutes) from (Equation 1). In this way, by using the predicted play time, the information generation unit 222 can determine a time-based progress rate that matches the user's perception.

[0078] (Deriving the predicted time until game completion) The information generation unit 222 may derive the predicted time until game completion as information regarding game completion. The information generation unit 222 derives the predicted time until game completion using (Equation 2).

[0079] The "total estimated play time of activities required to complete the game performed to date" is calculated as the sum of the estimated play times of activity A, activity B1, and activity C, and the information generation unit 222 calculates this as "90 minutes" by referring to the play time recording unit 260.

[0080] The "total estimated play time of activities required from the start of the game to clearing the game" is calculated as the sum of the "total estimated play time of activities required to clear the game that have been performed up to now" and the "total estimated play time of activities of the main clear pattern to be performed from now on," and the information generation unit 222 calculates this as "150 minutes" by referring to the play time recording unit 260.

[0081] In (Equation 2), α is an adjustment coefficient and takes a value of 1 or greater. The interval between the end of one activity and the start of another activity varies depending on the game, with some games having short intervals between activities and others having long intervals between activities. When the ratio of the play time for an activity to the play time for activities other than the activity in the total play time until the game is completed is 1:N, the adjustment coefficient α may be derived as (1 + N).

[0082] When the ratio of play time for an activity to play time for something other than an activity is 1:1, the adjustment coefficient α is 2. Therefore, the information generation unit 222 calculates the time until game completion as 120 minutes (= (150 minutes - 90 minutes) x 2) from (Equation 2). The information generation unit 222 can determine the predicted time until game completion by using the predicted play time for the activity.

[0083] In this way, the information generation unit 222 generates information related to the user completing the game. The information provision unit 224 provides the information generated by the information generation unit 222 to the information processing device 10. The information provision unit 224 may provide the information at any timing.

[0084] In the information processing device 10, the information acquisition unit 150 acquires information relating to game completion from the server device 5. The display processing unit 140 displays the information acquired by the information acquisition unit 150 on the output device 4.

[0085] 7 shows an example of a system screen displayed on the output device 4. The display processing unit 140 generates a system image 180 from the information acquired by the information acquisition unit 150, and displays it on the output device 4. The system image 180 displays the estimated time (120 minutes) until game X is cleared, and the progress rate (60%) of game X. The system image 180 may be superimposed on the game screen of game X currently being played. The system image 180 displays a plurality of activities that can be performed next.

[0086] Display area 182 displays information about activity D. In this example, the expected play time for activity D (25 minutes) and the expected time to complete the game if activity D is played (120 minutes) are displayed.

[0087] Display area 184 displays information about activity S. In this example, the expected play time for activity S (10 minutes) and the expected time to complete the game if activity S is played (140 minutes) are displayed.

[0088] Display area 186 displays information about activity X. In this example, the expected play time for activity X (15 minutes) and the expected time to complete the game if activity X is played (150 minutes) are displayed.

[0089] The system image 180 displayed in card format is a GUI (graphical user interface), and when the user selects one of the display areas 182, 184, or 186, the activity corresponding to the selected display area starts. According to this embodiment, the user can learn the progress of game play and the estimated time until completion of the game by receiving information about game completion from the server device 5. Furthermore, the user can decide which activity to perform by being presented with the estimated time until completion of the game for each activity.

[0090] It has been explained above that the server device 5 derives a completion pattern that indicates the order of multiple activities and uses this completion pattern to generate information regarding game completion. The server device 5 may also derive a completion pattern that indicates the order of multiple trophies obtained until the game is completed and use this completion pattern to generate information regarding game completion.

[0091] The clear pattern deriving part 234 analyzes the trophy acquisition information of multiple players recorded in the trophy acquisition information recording part 254, and derives a play pattern showing in what order the players who played the game to the end (completed the game) acquired multiple trophies.

[0092] (Identifying the trophy that is taken first in the game) The clear pattern deriving unit 234 determines the trophy that a player takes first in game X (hereinafter also referred to as the "leading trophy"). The clear pattern deriving unit 234 may determine the trophy that is taken first by the most players as the leading trophy.

[0093] (Identification of trophies that indicate game completion) Next, the clearing pattern deriving unit 234 identifies trophies that indicate game completion (story completion). As explained in relation to the activity, the clearing pattern deriving unit 234 may identify trophies that will be acquired when the game is completed according to the criterion 1 and / or the criterion 2.

[0094] (Identifying the trophies to be acquired before the game is cleared) The clear pattern deriving unit 234 determines the trophy acquisition history common to many players based on the trophy acquisition information of multiple players, and derives the order in which multiple trophies must be acquired before the game is cleared. The clear pattern deriving unit 234 investigates the story progression common to many players, determines the order in which multiple trophies must be acquired before the game is cleared, and derives a clear pattern.

[0095] As described above, the clear pattern derivation unit 234 derives a clear pattern that indicates the order in which multiple trophies are taken until the game is cleared, by statistically processing the information on the past trophies taken by many players. The clear pattern derivation unit 234 records the clear pattern that it has derived in the clear pattern recording unit 262. The information generation unit 222 may generate information on the user's game completion from the user's play data based on the clear pattern.

[0096] By deriving a clearing pattern for trophies, the information generating unit 222 can grasp the trophies necessary to clear the game. Therefore, the information generating unit 222 may generate play support information recommending the acquisition of trophies necessary to clear the game, and the information providing unit 224 may provide this to the user. In particular, when it is identified that the user is a player who prioritizes clearing the game without taking detours, the information providing unit 224 may generate play support information recommending trophies and activities that are directly connected to clearing the game.

[0097] The fact that a player prioritizes completing the game can be determined from the user's play history. The play history identification unit 220 can identify the user's activity history and trophy acquisition history, and if the activity history and trophy acquisition history match a clear pattern, it can be determined that the player prioritizes completing the game.

[0098] After the user clears the game, the information generating unit 222 may generate play support information that recommends activities and trophies that can be played even after the game is cleared. Referring to Figure 6, activity V and activity W are activities that are continued after the game is cleared, and the information generating unit 222 generates play support information that recommends the execution of these activities, and the information providing unit 224 provides this to the user, so that the user can continue playing the game even after clearing it.

[0099] The present disclosure has been described above based on the embodiments. This embodiment is merely an example, and it will be understood by those skilled in the art that various modifications are possible in the combination of each component and each processing process, and that such modifications are also within the scope of the present disclosure. In the embodiments, activities and trophies are shown as examples of units of play, but units of play may also be composed of stages without activities or trophies, quests, missions, tournaments, sessions, etc.

[0100] The server device 5 may analyze the activity history and the trophy acquisition history to derive information such as the distribution of time players take to complete the game, the distribution of time players take to complete the trophies, and the number of players who continue playing after completing the game, and present this information to the user.

[0101] The present disclosure relates to a technique for providing information about a game to a user.

[0102] 1...information processing system, 5...server device, 10...information processing device, 100...processing unit, 102...communication unit, 110...game software, 120...acquiring unit of event information, 122...processing unit for trophies, 124...transmission processing unit, 130...generating unit of game images, 140...display processing unit, 150...acquiring unit of information, 200...processing unit, 202...communication unit, 210...acquiring unit of play data, 212...acquiring unit of event data, 214...acquiring unit of information on winning trophies, 220...identifying unit of play history, 222...generating unit of information, 224...providing unit of information, 230...analysis unit, 232...deriving unit of play time, 234...deriving unit of clear pattern, 250...recording unit of play data, 252...recording unit of event data, 254...recording unit of information on winning trophies, 260...recording unit of play time, 262...recording unit of clear pattern.

Claims

1. A server device comprising one or more processors having hardware, the one or more processors acquiring play data of a user playing a game, generating information regarding the user's completion of a game from the user's play data based on a completion pattern indicating the order of multiple play units to be performed until the game is completed, and providing the user with the information regarding the completion of the game.

2. The server device according to claim 1, wherein the one or more processors derive an expected time until the user completes the game.

3. The server device of claim 1, wherein the one or more processors derive information indicative of a user's progress in game play.

4. The server device of claim 1, further comprising a recording device that records the predicted play time for each of a plurality of play units, wherein the one or more processors generate information regarding game completion using the predicted play times for the plurality of play units included in the completion pattern.

5. A server device comprising a recording device that records past play data of a plurality of players and one or more processors having hardware, the one or more processors analyzing the past play data of the plurality of players and deriving a clear pattern indicating the order of a plurality of play units to be executed until the game is cleared.

6. The server device according to claim 5, wherein the one or more processors derive a clear pattern indicating the order of a plurality of play units that must be performed until the game is cleared.

7. The server device according to claim 5, wherein the one or more processors analyze play data of players who have completed a game to derive a clear pattern.

8. The server device according to claim 7, wherein the one or more processors analyze play data of players who have not played the game for a predetermined period of time or more to derive a clear pattern.

9. The server device according to claim 5, wherein the one or more processors: a clear pattern derivation unit specifies a final play unit to be executed when the game is cleared.

10. An information processing device comprising one or more processors having hardware, the one or more processors acquiring information relating to game completion generated based on a completion pattern indicating the order of multiple play units to be performed until the game is completed, and displaying an estimated time until the game is completed.

11. The information processing device according to claim 10, wherein the one or more processors display a progress rate of the game based on an expected play time.

12. A method for providing information to a user, comprising: acquiring play data of a user playing a game; generating information regarding the user's completion of a game from the user's play data based on a completion pattern indicating the order of multiple play units to be performed until the game is completed; and providing the information regarding the completion of the game to the user.

Citation Information

Patent Citations

  • Program, information storage medium and game system

    JP2010154931A

  • Apparatus and method of user analysis and content selection

    JP2021065699A

  • Game device, method for controlling the game device, and program

    JP4856157B2

  • Game suggestion device, game suggestion method, and program

    JP5450712B2

  • In-game information platform

    JP7225392B2

Cited By

  • Game delivery system, game delivery method, and program

    JP7909784B1