Server device and information processing device
The system matches users with similar play tendencies by analyzing game data to identify overlapping play schedules, improving social interactions and gameplay experiences in game systems.
Patent Information
- Application Number
- PCT/JP2023/026010
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-14
- Publication Date
- 2025-01-23
AI Technical Summary
Existing game systems lack an effective method to match users with similar playing tendencies, leading to suboptimal social interactions and gameplay experiences.
A server device and information processing system that analyze game launch and exit information to identify play time slots and tendencies, allowing users with overlapping play schedules and preferences to be matched as potential friends.
Facilitates the formation of friendships among users with similar playing habits, enhancing the gaming experience by connecting users with compatible play styles.
Smart Images

Figure JP2023026010_23012025_PF_FP_ABST
Abstract
Description
Server device and information processing device
[0001] The present disclosure relates to techniques for matching users with each other.
[0002] In a game system, a user can become friends with a specific player and exchange information and enjoy a game together. Patent Document 1 discloses an information processing device that acquires the status of friends from a server device and places images of friends currently playing content around a content icon on a menu screen.
[0003] Japanese Patent Application Laid-Open No. 2020-98416
[0004] A user can have a more enjoyable time by forming friend relationships with players who have similar playing habits to the user. Therefore, one object of the present disclosure is to provide a technology for finding players who have similar playing habits to the user.
[0005] A server device according to an embodiment of the present disclosure includes one or more processors having hardware, which acquire game launch information indicating that multiple users have launched a game, acquire game end information indicating that the multiple users have ended the game, identify play time periods in which each of the multiple users plays the game using the past game launch information and game end information, and identify two users whose play time periods satisfy a first relationship.
[0006] According to another aspect of the present disclosure, an information processing device includes one or more processors having hardware. The one or more processors acquire play tendency information of a user generated using past game start information and game end information, and display a profile screen including the play tendency information. The play tendency information includes information indicating a time period during which the user plays.
[0007] 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.
[0008] 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 illustrating an example of the date and time when a user plays; FIG. 6 is a diagram illustrating an example of a time period when a user plays; FIG. 7 is a diagram illustrating an example of a time period when a user plays; FIG. 8 is a diagram illustrating an example of a time period when a user's play probability is equal to or greater than a predetermined value; FIG. 9 is a diagram illustrating an example of a user's play time period; FIG. 10 is a diagram illustrating an example of a user's play time period;
[0009] FIG. 1 illustrates an information processing system 1 according to an embodiment of the present disclosure. The information processing system 1 of the embodiment is a game system in which a user plays a game, and includes an information processing device 10 operated by the user 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 users are connected to the server device 5 via the network 3.
[0010] 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 outputs the processing results from the output device 4. 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.
[0011] 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.
[0012] 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.
[0013] 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.
[0014] In the information processing system 1, a user can become friends with another user (player). A user can send a friend request to another user, and when the other user accepts the friend request, the user and the other user become friends. The server device 5 manages friends for each user. Users can freely exchange messages with their friends and play games together.
[0015] The server device 5 of the embodiment acquires information regarding the start and end of a game from a plurality of information processing devices 10. Specifically, the server device 5 acquires game start information indicating that a user has started a game and game end information indicating that the user has ended the game. When the information processing device 10 starts a game, it generates game start information including information for identifying the game (game ID) and information indicating the time the game was started (timestamp), and transmits the game start information to the server device 5. When the information processing device 10 ends the game, it generates game end information including information for identifying the game (game ID) and information indicating the time the game was ended (timestamp), and transmits the game end information to the server device 5. By acquiring the game start information and game end information, the server device 5 can identify the amount of time the user has played the game.
[0016] 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.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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 .
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 3 shows functional blocks of the information processing device 10. The information processing device 10 includes a processing unit 100 and a communication unit 102. The processing unit 100 includes a reception unit 108, a game execution unit 110, an execution information acquisition unit 112, a game image generation unit 114, a profile information acquisition unit 116, a profile image generation unit 118, a friend processing unit 120, a display processing unit 122, and a transmission processing unit 124. The reception unit 108 receives information regarding operations performed by the user on the input device 6.
[0025] 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.
[0026] The game execution unit 110 starts and executes a game program. When the game execution unit 110 starts a game, it outputs game start information indicating that the game has been started to the execution information acquisition unit 112. The game start information includes information for identifying the game (game ID) and information indicating the time when the game was started (timestamp). The game start information may be generated by system software or the game program. When the execution information acquisition unit 112 acquires the game start information, the transmission processing unit 124 transmits the game start information to the server device 5.
[0027] The game program performs calculations to move a game character in a virtual space based on the operation information received by the reception unit 108. The game image generation unit 114 includes a GPU (Graphics Processing Unit) that performs rendering processing and the like, and generates image data for the game, and the display processing unit 122 outputs the generated game image 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.
[0028] When the game execution unit 110 ends the launched game, it outputs game end information indicating that the game has ended to the execution information acquisition unit 112. The game end information includes information for identifying the game (game ID) and information indicating the time the game ended (timestamp). The game end information may be generated by system software or the game program. When the execution information acquisition unit 112 acquires the game end information, the transmission processing unit 124 transmits the game end information to the server device 5.
[0029] 4 shows functional blocks of the server device 5 according to the embodiment. The server device 5 includes a processing unit 200, a communication unit 202, an execution information recording unit 230, a time information recording unit 232, and a game title recording unit 234. The processing unit 200 includes an execution information acquisition unit 210, a play date and time identification unit 212, a play probability derivation unit 214, a time period identification unit 216, a game title identification unit 218, a relationship determination unit 220, a notification unit 222, and a profile information provision unit 224.
[0030] 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.
[0031] The execution information acquisition unit 210 acquires game start information indicating that multiple users have started a game from multiple information processing devices 10. The execution information acquisition unit 210 links the acquired game start information to the user accounts of the users and records it in the execution information recording unit 230. The execution information acquisition unit 210 also acquires game end information indicating that multiple users have ended the game from the multiple information processing devices 10. The execution information acquisition unit 210 links the acquired game end information to the user accounts of the users and records it in the execution information recording unit 230.
[0032] 5 shows an example of the dates and times when user A played a game. The play date and time identification unit 212 reads out user A's game start information and game end information recorded in the execution information recording unit 230, and identifies user A's past play start dates and times and play end dates and times. As an example, FIG. 5 shows user A's game start dates and times (play start dates and times) and game end dates and times (play end dates and times) for the past two weeks.
[0033] FIG. 6 shows the time periods during which user A played from Sunday, May 28th to Saturday, June 3rd, and FIG. 7 shows the time periods during which user A played from Sunday, June 4th to Saturday, June 10th. In FIGS. 6 and 7, the hatched areas indicate the time periods during which user A played. Note that in this example, the play date and time identification unit 212 references the play dates and times for the most recent two weeks, but it may also reference the play dates and times for the most recent ten weeks to identify the time periods during which user A played during the past ten weeks. The play date and time identification unit 212 identifies the time periods during which user A played the game during the past ten weeks, and records the time periods in the time information recording unit 232 in association with user A's user account.
[0034] The play probability derivation unit 214 derives the probability that user A played a game at the same time on the same day of the week in the past. For example, looking at 1:59 PM on Sunday, user A played at 1:59 PM on 5 / 28 (Sunday) (see FIG. 6), but did not play at 1:59 PM on 6 / 4 (Sunday) (see FIG. 7). The play probability derivation unit 214 refers to the time period in which user A played and identifies the number of times user A played at 1:59 PM on Sundays in the past 10 weeks. For example, if user A played at 1:59 PM on Sundays six times in the past 10 weeks, the play probability derivation unit 214 derives the probability of playing at 1:59 PM on Sundays as 60%.
[0035] For example, if user A has played seven times at 2 p.m. on Sundays over the past 10 weeks, the probability of playing at 2 p.m. on Sundays is derived to be 70%, and if user A has played eight times at 3 p.m. on Sundays, the probability of playing at 3 p.m. on Sundays is derived to be 80%. The play probability derivation unit 214 links the play probability at each time of day during a week to user A's user account and records it in the time information recording unit 232. In the embodiment, the play probability derivation unit 214 derives the play probability for each minute, but it is sufficient to derive the play probability for each predetermined time period, and may also derive the play probability for each five minutes, for example.
[0036] The time period determination unit 216 references the play probability for each predetermined time period recorded in the time information recording unit 232 to identify time periods during which the play probability is equal to or greater than a predetermined probability (e.g., 70%). FIG. 8 illustrates time periods during which user A's play probability is equal to or greater than 70%. In this example, the following time periods are identified as time periods during which user A's play probability is equal to or greater than 70%: 2:00 PM to 3:00 PM on Sunday, 6:00 PM to 11:00 PM on Sunday, 9:30 PM to 11:00 PM on Monday, 10:00 PM to midnight on Friday, midnight to 2:00 AM on Saturday, and 3:30 PM to 8:00 PM on Saturday. In this embodiment, the time period determination unit 216 determines time periods during which the play probability is equal to or greater than 70%. However, it may also determine time periods during which the play probability is equal to or greater than 60%, or may determine time periods during which the play probability is equal to or greater than 80%. The time period determination unit 216 records time periods during which the play probability is equal to or greater than a predetermined probability (hereinafter also referred to as "play time periods") in the time information recording unit 232, linking them to user A's user account. This play time period means a time period during which user A is relatively likely to play the game.
[0037] The time period determination unit 216 adds up the duration of the play time periods over a week. The duration of each play time period is as follows: Sunday 2:00 PM to 3:00 PM: 1 hour Sunday 6:00 PM to 11:00 PM: 5 hours Monday 9:30 PM to 11:00 PM: 1 hour and 30 minutes Friday 10:00 PM to 2:00 AM: 2 hours Saturday 12:00 AM to 2:00 AM: 2 hours Saturday 3:30 PM to 8:00 PM: 4 hours and 30 minutes Therefore, the total duration of the play time periods over a week is "16 hours." The time period determination unit 216 records the total duration of user A's play time periods over a week in the time information recording unit 232, linking it to user A's user account.
[0038] The method for identifying user A's play time period and the total play time has been described above. The time period identification unit 216 identifies the play time period and the total play time during which each of multiple users who are signed in to the network service plays the game, and records the time information recording unit 232 in association with each user account.
[0039] The game title identification unit 218 identifies the titles of games that the user has played during a play time period in the past 10 weeks. If the total play time period in one week is T, the game title identification unit 218 may identify the titles of games that have been played for 2T hours or more during a play time period in the past 10 weeks (total time is 10T). In the example of user A, since T is 16 hours, the titles of games that have been played for 32 hours (= 2T) or more during a play time period in the past 10 weeks are identified.
[0040] For example, suppose that user A played the title "Fighter 2" for "5T" hours, the title "Warship 4" for "4T" hours, and the title "Adventure 3" for "1T" hours. In this case, the game title identification unit 218 identifies the titles "Fighter 2" and "Warship 4" that have been played for "2T" hours or more, and records the identified game titles in the game title recording unit 234, linking them to user A's user account.
[0041] In this way, the game title identification unit 218 identifies the titles of games played by each of multiple users who are signed in to the network service during their play time periods in the past 10 weeks, and records these titles in the game title recording unit 234, linking them to each user account.
[0042] In this manner, the weekly play time slots, the total play time durations, and the game titles played by each user are identified. The play time slots, the total play time durations, and / or the game titles indicate the user's play tendencies, and therefore, hereinafter, this information may be collectively referred to as "play tendency information." The play tendency information may be provided to the information processing device 10 as information indicating the user's play tendencies. In an embodiment, the profile information providing unit 224 provides each user's play tendency information to each information processing device 10 as part of the profile information.
[0043] The relationship determination unit 220 determines the relationship between any two users using the play tendency information. Specifically, the relationship determination unit 220 determines whether the play tendency information of any two users satisfies a predetermined relationship, and identifies two users who satisfy the predetermined relationship. In an embodiment, the play tendency information of two users satisfying the predetermined relationship means that the users have similar play tendencies. Therefore, by conveying information about the other user to at least one of such two users, it is possible to support the two users in becoming friends.
[0044] The relationship determination unit 220 identifies two users whose play time periods satisfy a first relationship. The first relationship may be a relationship in which the overlap rate of the two users' play time periods is equal to or greater than a predetermined value. As shown in the following cases 2 and 3, the percentage of user A's play time period that overlaps with user B's play time period and the percentage of user B's play time period that overlaps with user A's play time period will be equal if the total play time periods are the same, but will differ if the total play time periods are different.
[0045] (Case 1) Figure 9 shows an example of play time periods for user B. In this example, the play time periods for user B are identified as 1 PM to 5 PM on Monday, 12 PM to 5 PM on Tuesday, and 1 PM to 5 PM on Thursday. The time period identification unit 216 records the identified play time periods in the time information recording unit 232, linking them to user B's user account.
[0046] The time period determination unit 216 adds up the duration of the play time periods for one week. The duration of each play time period is as follows: Monday 13:00-17:00: 4 hours Tuesday 12:00-17:00: 5 hours Thursday 13:00-17:00: 4 hours Therefore, the total duration of the play time periods for one week is "13 hours." The time period determination unit 216 records the total duration of User B's play time periods for one week in the time information recording unit 232, linking it to User B's user account.
[0047] The relationship determination unit 220 derives the overlap rate of play time periods based on the play time periods of user A and user B. Looking at user A's play time period (hereinafter also referred to as "play time period A") shown in Figure 8 and user B's play time period (hereinafter also referred to as "play time period B") shown in Figure 9, play time period A and play time period B do not overlap at all. Therefore, the overlap rate of play time period A with play time period B and the overlap rate of play time period B with play time period A are both 0%, and the relationship determination unit 220 determines that play time period A and play time period B do not satisfy the first relationship.
[0048] (Case 2) Figure 10 shows an example of play time periods for user C. In this example, the play time periods for user C are identified as 1 PM to 3 PM on Sunday, 7 PM to 11 PM on Sunday, 9 PM to 11 PM on Monday, 9 PM to 11 AM on Friday, and 4 PM to 8 PM on Saturday. The time period identification unit 216 records the identified play time periods in the time information recording unit 232, linking them to user C's user account.
[0049] The time period determination unit 216 adds up the duration of the play time periods over the course of a week. The duration of each play time period is as follows: Sunday 1:00 PM to 3:00 PM: 2 hours Sunday 7:00 PM to 11:00 PM: 4 hours Monday 9:00 PM to 11:00 PM: 2 hours Friday 9:00 PM to midnight: 3 hours Saturday 4:00 PM to 8:00 PM: 4 hours Therefore, the total duration of the play time periods over the course of a week is 15 hours. The time period determination unit 216 records the total duration of User C's play time periods over the course of a week in the time information recording unit 232, linking it to User C's user account.
[0050] The relationship determination unit 220 derives the overlap rate of play time periods based on the play time periods of user A and user C. The relationship determination unit 220 derives the rate at which play time period A overlaps with play time period C and the rate at which play time period C overlaps with play time period A by referring to the play time period of user A shown in Fig. 8 (hereinafter also referred to as "play time period A") and the play time period of user C shown in Fig. 10 (hereinafter also referred to as "play time period C").
[0051] First, the relationship determination unit 220 determines the overlapping time periods between play time period A and play time period C. In this example, the overlapping time periods are determined as follows: Sunday 2:00 PM to 3:00 PM: 1 hour Sunday 7:00 PM to 11:00 PM: 4 hours Monday 9:30 PM to 11:00 PM: 1 hour and 30 minutes Friday 10:00 PM to midnight: 2 hours Saturday 4:00 PM to 8:00 PM: 4 hours Therefore, the total time of the overlapping time periods is 12 hours and 30 minutes.
[0052] The percentage of overlap between play time period A and play time period C is calculated as the ratio between the total duration of the overlapping time periods and the total duration (16 hours) of play time period A. Therefore, the relationship determination unit 220 calculates the percentage of overlap between play time period A and play time period C as 78% (= 12.5 / 16).
[0053] For example, if the first relationship is one in which the overlap rate of the play time periods of the two users is 75% or more, the rate at which play time period A overlaps play time period C satisfies the first relationship. Therefore, the relationship determination unit 220 determines that user C's play tendencies are similar to those of user A and that user C is a friend candidate for user A. At this time, the notification unit 222 may notify user A of information about user C. Specifically, the notification unit 222 may introduce user C to user A as a friend candidate. This allows user A to send a friend request to user C, who has similar play tendencies. In the information processing device 10 operated by user A, the friend processing unit 120 may present the notified information about user C to user A and send a friend request to user C based on user A's operation.
[0054] The percentage of overlap between play time period C and play time period A is calculated as the ratio between the total duration of the overlapping time periods and the total duration (15 hours) of play time period C. Therefore, the relationship determination unit 220 calculates the percentage of overlap between play time period C and play time period A as 83% (=12.5 / 15).
[0055] When the first relationship is a relationship in which the overlap rate of the play time periods of the two users is 75% or more, the rate at which play time period C overlaps with play time period A satisfies the first relationship. Therefore, the relationship determination unit 220 determines that user A's play tendencies are similar to those of user C and that user A is a friend candidate for user C. At this time, the notification unit 222 may notify user C of information about user A. Specifically, the notification unit 222 introduces user A to user C as a friend candidate. This allows user C to send a friend request to user A, who has similar play tendencies. In the information processing device 10 operated by user C, the friend processing unit 120 may present the notified information about user A to user C and send a friend request to user A based on user C's operation.
[0056] When determining whether two users have similar playing tendencies, the relationship determination unit 220 may take into account the titles of the games played by each user during a play time period in addition to the play time period. In this case, the relationship determination unit 220 determines whether the games played by each user during a play time period satisfy a second relationship. Here, the second relationship may be that the games played during the play time period are the same.
[0057] The relationship determination unit 220 refers to the contents recorded in the game title recording unit 234 and reads out the titles of the games played by user A and user C during a play time period. Here, "Fighter 2" and "Warship 4" are read out as the game titles of user A. When at least one of "Fighter 2" and "Warship 4" is read out as the titles of the games played by user C during a play time period, the relationship determination unit 220 determines that the games played by user A and user C during their respective play time periods match, that is, that the second relationship is satisfied. When the relationship determination unit 220 determines that the first relationship and the second relationship are satisfied, the notification unit 222 may introduce user C to user A as a friend candidate and / or may introduce user A to user C as a friend candidate. On the other hand, when the relationship determination unit 220 determines that the second relationship is not satisfied, the notification unit 222 does not need to perform the friend candidate notification process.
[0058] The second relationship may be that the genres of the games played during the play time period match, and the game genres may be fighting games, sports games, or the like.
[0059] 11 shows an example of play time periods for user D. In this example, the play time periods for user D are identified as 1 PM to 11 PM on Sunday, 7 PM to midnight on Monday, 7 PM to midnight on Tuesday, 7 PM to midnight on Wednesday, 7 PM to midnight on Thursday, 7 PM to midnight on Friday, and 1 PM to 11 PM on Saturday. The time period identification unit 216 records the identified play time periods in the time information recording unit 232, linking them to user D's user account.
[0060] The time period determination unit 216 adds up the duration of the play time periods over the course of a week. The duration of each play time period is as follows: Sunday 1:00 PM to 11:00 PM: 10 hours Monday 7:00 PM to 12:00 AM: 5 hours Tuesday 7:00 PM to 12:00 AM: 5 hours Wednesday 7:00 PM to 12:00 AM: 5 hours Thursday 7:00 PM to 12:00 AM: 5 hours Friday 7:00 PM to 12:00 AM: 5 hours Saturday 1:00 PM to 11:00 PM: 10 hours Therefore, the total duration of the play time periods over the course of a week is "45 hours." The time period determination unit 216 records the total duration of User D's play time periods over the course of a week in the time information recording unit 232, linking it to User D's user account.
[0061] The relationship determination unit 220 derives the overlap rate of play time periods based on the play time periods of user A and user D. The relationship determination unit 220 derives the overlap rate of play time periods A with play time periods D and the overlap rate of play time periods D with play time periods A by referring to the play time periods of user A shown in Fig. 8 (hereinafter also referred to as "play time periods A") and the play time periods of user D shown in Fig. 11 (hereinafter also referred to as "play time periods D").
[0062] First, the relationship determination unit 220 determines the overlapping time periods between play time period A and play time period D. In this example, the overlapping time periods are determined as follows: Sunday 2:00 PM to 3:00 PM: 1 hour Sunday 6:00 PM to 11:00 PM: 5 hours Monday 9:30 PM to 11:00 PM: 1 hour and 30 minutes Friday 10:00 PM to midnight: 2 hours Saturday 3:30 PM to 8:00 PM: 4 hours and 30 minutes Therefore, the total time of the overlapping time periods is "14 hours."
[0063] The percentage of overlap between play time period A and play time period D is calculated as the ratio between the total duration of the overlapping time periods and the total duration (16 hours) of play time period A. Therefore, the relationship determination unit 220 calculates the percentage of overlap between play time period A and play time period D as 88% (=14 / 16).
[0064] When the first relationship is a relationship in which the overlap rate of the play time periods of the two users is 75% or more, the rate at which play time period A overlaps play time period D satisfies the first relationship. Therefore, the relationship determination unit 220 determines that user D's play tendencies are similar to those of user A, and that user D is a friend candidate for user A. At this time, the notification unit 222 may notify user A of information about user D. Specifically, the notification unit 222 may introduce user D to user A as a friend candidate. This allows user A to send a friend request to user D, who has similar play tendencies.
[0065] The percentage of overlap between play time period D and play time period A is calculated as the ratio between the total duration of the overlapping time periods and the total duration (45 hours) of play time period D. Therefore, the relationship determination unit 220 calculates the percentage of overlap between play time period D and play time period A as 31% (= 14 / 45).
[0066] If the first relationship is one in which the overlap rate of the play time periods of the two users is 75% or more, the rate at which play time period D overlaps with play time period A does not satisfy the first relationship. Therefore, the relationship determination unit 220 determines that user A's play tendencies are different from user D's play tendencies, and that user A is not a friend candidate for user D. Therefore, the notification unit 222 does not notify user D of user A's information.
[0067] When the total play time periods of two users differ greatly as described above, the overlap rates of the derived play time periods will differ greatly. In the example of Case 3, the relationship determination unit 220 determines that user D's play tendencies are similar to user A's play tendencies, but also determines that user A's play tendencies are different from user D's play tendencies. To avoid this situation, when determining whether the play tendencies of two users are similar, the relationship determination unit 220 may take into account, in addition to the play time periods, the total play time periods of each user in a week. The relationship determination unit 220 determines whether the total play time periods of each user satisfies a third relationship. Here, the third relationship may be that the total play time periods are similar to each other.
[0068] When the total time of user A's play time slot in one week is Ta and the total time of user D's play time slot in one week is Td, the third relationship is expressed by the following relational expression: t1 ≦ Ta / Td ≦ 1 / t1, where t1 is a positive value less than 1. For example, t1 is preferably 2 / 3 or greater. When Ta and Td satisfy this relational expression, the relationship determination unit 220 determines that the third relationship is satisfied.
[0069] Here, Ta / Td is 16 / 45. When t1 is 4 / 5, t1 > Ta / Td, and the relational expression is not satisfied. Therefore, the relationship determination unit 220 may determine that the total length of each user's play time slots in one week does not satisfy the third relationship, and may determine that user D's play tendencies are different from user A's play tendencies, and vice versa.
[0070] In the example of Case 2, the total time Ta of user A's play time slots in one week is 16 hours, and the total time Tc of user C's play time slots in one week is 15 hours. Therefore, when t1 is 4 / 5, the relationship t1 ≦ Ta / Tc ≦ 1 / t1 holds. Therefore, the relationship determination unit 220 may determine that the total time of each user's play time slots in one week satisfies the third relationship, and may determine that user C's play tendencies are similar to user A's play tendencies, and that user A's play tendencies are similar to user C's play tendencies. In this case, the notification unit 222 may introduce user C to user A as a friend candidate and / or user A to user C as a friend candidate.
[0071] As described above, the profile information providing unit 224 provides the user's play tendency information as part of the profile information to the information processing device 10. In the information processing device 10, the profile information acquisition unit 116 acquires the play tendency information as part of the profile information. The profile image generation unit 118 generates a profile image including the play tendency information, and the display processing unit 122 displays the profile screen on the output device 4.
[0072] 12 shows an example of a profile screen. This profile screen contains at least play tendency information about user A. In this example, the display processing unit 122 displays a profile screen containing user A's active time period (play time period), the titles of games that user A often plays, and the number of trophies that user A has won. The active time period and the titles of games that user A often plays are play tendency information generated by the server device 5 using user A's past game start information and game end information.
[0073] For example, when user C receives a friend request from user A, user C may view user A's profile page to check user A's playing habits. By checking user A's playing habits, user C can more easily decide whether to accept the friend request. Note that even when user A is introduced to user C as a friend candidate by server device 5, user A may view user C's profile page to check user C's playing habits and decide whether to send a friend request. Note that it is preferable that users can determine whether to include playing habits information in their profile page through privacy settings.
[0074] The present disclosure has been described above based on the embodiments. This embodiment is 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, matching between individual users has been described, but the present disclosure can also be applied to matching between parties or communities, which are groups of multiple people.
[0075] In the embodiment, it has been described that the notification unit 222 notifies the user of matched players as friend candidates. The notification unit 222 may notify the user of matched players as friend candidates at a predetermined timing. For example, the notification unit 222 may periodically notify the user of friend candidates, or may notify the user of friend candidates when notifying the user of some other information.
[0076] Furthermore, when a user transmits a friend candidate acquisition request to the server device 5, the notification unit 222 may respond to the request by notifying the user of matched players as friend candidates. In this way, the notification unit 222 may perform a friend candidate notification process in response to an acquisition request from the user. Note that the notification that a player is a friend candidate may be performed, for example, by highlighting the player's name in the player list.
[0077] The present disclosure can be used in a technology for matching users with each other.
[0078] 1...information processing system, 5...server device, 10...information processing device, 100...processing unit, 102...communication unit, 108...reception unit, 110...game execution unit, 112...execution information acquisition unit, 114...game image generation unit, 116...profile information acquisition unit, 118...profile image generation unit, 120...friend processing unit, 122...display processing unit, 124...transmission processing unit, 200...processing unit, 202...communication unit, 210...execution information acquisition unit, 212...play date and time determination unit, 214...play probability derivation unit, 216...time period determination unit, 218...game title determination unit, 220...relationship determination unit, 222...notification unit, 224...profile information provision unit, 230...execution information recording unit, 232...time information recording unit, 234...game title recording unit.
Claims
1. A server device comprising one or more processors having hardware, the one or more processors acquiring game start information indicating that a plurality of users have started a game, acquiring game end information indicating that a plurality of users have ended the game, identifying play time periods during which each of the plurality of users plays the game using past game start information and game end information, and identifying two users whose respective play time periods satisfy a first relationship.
2. The server device according to claim 1, wherein the one or more processors notify at least one of two users whose mutual play time periods satisfy a first relationship of information about the other user.
3. The server device according to claim 2, wherein the one or more processors introduce one user to the other user as a friend candidate.
4. The server device of claim 2, wherein the one or more processors use past game start information and game end information to identify games played by each of a plurality of users, and notify at least one of two users whose played games satisfy a second relationship of information about the other user.
5. The server device of claim 2, wherein the one or more processors use past game start information and game end information to identify a total playing time period of each of a plurality of users in a week, and notify at least one of two users whose total playing time period in a week satisfies a third relationship of information about the other user.
6. An information processing device comprising one or more processors having hardware, the one or more processors acquiring play tendency information of a user generated using past game start information and game end information, and displaying a profile screen including the play tendency information, the play tendency information including information indicating the time periods during which the user plays.
Citation Information
Patent Citations
Animation information output method, program, and animation information output device for outputting user's play animation having high affinity degree
JP2021166722A