Game program, game processing method, and game device

The game program and device address the challenge of manual character movement in undefined game areas by generating optimized routes from user-specified destinations, enabling efficient autonomous traversal in both predefined and undefined spaces.

WO2025197041A1PCT designated stage Publication Date: 2025-09-25KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
PCT/JP2024/011136
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-21
Publication Date
2025-09-25

AI Technical Summary

Technical Problem

Conventional games require manual user operation to move a character from a second area without predefined points to a destination, even if the character is initially positioned in such an area.

Method used

A game program and device that automatically generates a movement route for a character to reach a specified destination by selecting waypoints within a first area with predefined points and optimizing the route based on cost thresholds, allowing the character to move autonomously from an initial position in a second area to the destination.

Benefits of technology

Enables seamless automatic movement of a character to a user-specified destination, optimizing route selection to minimize costs and efficiently traverse both predefined and undefined areas in the game space.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A game program disclosed herein causes a computer to execute a process that involves: receiving a designation of a destination in a space including at least one first region, in which a route connecting predetermined points along which a character automatically moves has been set in advance, and at least one second region not including the predetermined points; and when an initial position, which is the position of the character when the designation is received, exists in the second region, automatically starting the movement of the character from the initial position toward the designated destination.
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Description

Game program, game processing method, and game device

[0001] The present disclosure relates to a game program, a game processing method, and a game device.

[0002] Japanese Patent Application Laid-Open Publication No. 2020-110459 discloses an information processing device that displays an auto-run button on a display to allow a character to automatically move around a field.

[0003] In a conventional game such as that disclosed in JP 2020-110459 A, a first area may be provided in a space in which a character can move, in which a route connecting predetermined points along which the character automatically moves is preset. In the first area, the character can move to a destination specified by the user along the route connecting the predetermined points without user operation.

[0004] However, the game space also includes a second area where no predetermined point is defined. If the user specifies a destination while the character is in the second area, the user must manually operate the character to reach the first area.

[0005] Therefore, the present disclosure aims to provide a game program, a game processing method, and a game device that can cause a character to start automatically moving toward a destination specified by the user, even if the character is present in a second area.

[0006] A game program according to a first aspect of the present invention receives a specification of a destination in a space including at least one first area in which a route connecting predetermined points along which a character will automatically move is preset, and at least one second area that does not include the predetermined points; and if an initial position, which is the position of the character at the time the specification is received, is in the second area, the game program causes a computer to execute a process that automatically starts moving the character from the initial position toward the specified destination.

[0007] A game program according to a second aspect causes a computer to execute a process in the game program according to the first aspect, in which, when the specified destination is located within a second area, the computer generates a first movement route from the initial position to the destination, including at least a portion of a first area including a destination point that is a predetermined point located within a predetermined range from the destination and whose route cost related to the distance to the destination is equal to or less than a predetermined first threshold, and automatically moves the character along the first movement route.

[0008] A game program according to a third aspect causes a computer to execute a process in the game program according to the second aspect to generate the first movement route, including an initial position side point, which is a predetermined point included in a first area including the destination side point, and whose route cost regarding the distance to the initial position is equal to or less than a predetermined second threshold.

[0009] A game program according to a fourth aspect causes a computer to execute processing in which, in the game program according to the third aspect, when there are multiple specified points whose route cost in terms of distance to the initial position is equal to or less than the second threshold, the specified point among the multiple specified points whose route cost in terms of distance to the destination point or the initial position is the initial position point.

[0010] A game program according to a fifth aspect causes a computer to execute a process in which, in the game program according to the third aspect, a predetermined point included in a first area including the destination point is designated as the initial position side point, the predetermined point having the lowest total cost including the route cost related to the distance to the initial position and the route cost related to the distance to the destination point.

[0011] A game program according to a sixth aspect is a game program according to any one of the second to fifth aspects, in which a second movement route is generated that connects the initial position and the destination without passing through a predetermined point, and if a second route cost related to the distance from the initial position to the destination along the second movement route is less than a predetermined ratio to a first route cost related to the distance from the initial position to the destination along the first movement route, the game program causes a computer to execute processing to automatically move the character along the second movement route instead of the first movement route.

[0012] A game program according to a seventh aspect causes a computer to execute a process in which, in a game program according to any one of the first to sixth aspects, if the character that has automatically started moving is not riding on a predetermined moving body, the character is placed on the moving body in the space, and the character, while riding on the moving body, is automatically moved toward the destination.

[0013] A game processing method according to an eighth aspect includes a computer executing a process in which a destination is specified in a space including at least one first area in which a route connecting predetermined points along which a character automatically moves is preset, and at least one second area that does not include the predetermined points, and if an initial position, which is the position of the character at the time the specification is accepted, is located in the second area, the computer automatically starts moving the character from the initial position toward the specified destination.

[0014] A game device according to a ninth aspect includes a processor, and the processor receives a specification of a destination in a space including at least one first area in which a route connecting predetermined points along which a character automatically moves is preset, and at least one second area that does not include the predetermined points. If an initial position, which is the position of the character at the time the specification is received, is in the second area, the processor automatically starts moving the character from the initial position toward the specified destination.

[0015] According to the game program, game processing method, and game device disclosed herein, even if a character is present in the second area, the character can be made to start moving automatically so as to head toward a destination specified by the user.

[0016] 1 is a diagram showing a schematic configuration of a game device; FIG. 2 is a block diagram showing a functional configuration of a game device; FIG. 3 is a flowchart showing a flow of execution of a specification process; FIG. 4 is a first conceptual diagram for explaining a map; FIG. 5 is a second conceptual diagram for explaining a map; FIG. 6 is a flowchart showing a flow of processing by a game device to generate a first route; FIG. 7 is a third conceptual diagram for explaining a map; FIG. 8 is a flowchart showing a flow of processing by a game device to generate a second route; FIG. 9 is a fifth conceptual diagram for explaining a map; FIG. 10 is a first flowchart showing a flow of processing by a game device to select an initial position side point; FIG. 11 is a sixth conceptual diagram for explaining a map; FIG. 12 is a seventh conceptual diagram for explaining a map; FIG. 13 is an eighth conceptual diagram for explaining a map; FIG. 14 is a first display example displayed on a display; FIG. 15 is a second display example displayed on a display; FIG. 16 is a third display example displayed on a display; FIG. 17 is a second flowchart showing a flow of processing by a game device to select an initial position side point.

[0017] The game device 10 according to this embodiment will be described below. (First Embodiment) First, the first embodiment of the game device 10 according to this embodiment will be described.

[0018] First, the hardware configuration of a game device 10 according to this embodiment will be described with reference to Fig. 1. The game device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the game device 10. The game device 10 is an example of a computer.

[0019] 1, the game device 10 includes a CPU (Central Processing Unit) 11, a memory 12, a storage 13, an external I / F (Interface) 14, a communication I / F 15, and an input I / F 16. The CPU 11, the memory 12, the storage 13, the external I / F 14, the communication I / F 15, and the input I / F 16 are connected to each other via a bus 20 so as to be able to communicate with each other.

[0020] The CPU 11 is a central processing unit that executes various programs and controls each component. The CPU 11 is an example of a processor. The memory 12 serves as a working area and temporarily stores programs or data. The storage 13 is configured with a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and data.

[0021] The storage 13 stores a game program 30 for executing a predetermined game on the game device 10. The CPU 11 reads the game program 30 from the storage 13 and executes the game program 30 using the memory 12 as a work area. Note that the game program 30 is not limited to being stored in the storage 13, and may be stored in a recording medium such as an optical disc, a USB (Universal Serial Bus) memory, or an SD memory card. The game program 30 may also be downloadable to the game device 10 via the communication I / F 15.

[0022] The external I / F 14 is an interface for connecting various external devices to the game device 10. In this embodiment, a speaker 21 and a display 22 are connected to the external I / F 14.

[0023] The speaker 21 outputs various sounds. The speaker 21 may be integrated with the game device 10, or may be integrated with the display 22. The display 22 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 22 may have an integrated touch panel. Alternatively, the display 22 may be integrated with the game device 10.

[0024] The communication I / F 15 is an interface for connecting the game device 10 to a network. The communication I / F 15 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0025] The input I / F 16 is an interface for connecting an input device 23 to the game apparatus 10. The input device 23 is a controller having operation buttons and directional keys, a mouse, a keyboard, or the like, and is used to perform various inputs. A user operates the game using the input device 23. Operation information indicating the content of the input operation performed by the user using the input device 23 is stored in the memory 12. The input device 23 may be integrated with the game apparatus 10. Alternatively, the input device 23 may be detachable from the game apparatus 10. The number of input devices 23 may be one or more. Alternatively, the input device 23 may be a touch panel integrated with the display 22. In this embodiment, an example in which a controller is used as the input device 23 will be described.

[0026] Next, a description will be given of the functional configuration of the game device 10. Fig. 2 is a block diagram showing an example of the functional configuration of the game device 10.

[0027] 2, the CPU 11 of the game device 10 has, as functional components, a reception unit 11A, a game progression unit 11B, and a display control unit 11C. Each functional component is realized by the CPU 11 reading and executing a game program 30 stored in the storage 13.

[0028] The reception unit 11A receives input operations from the user using the input device 23. The game progression unit 11B controls the progress of the game based on the user's input operations received by the reception unit 11A and information defined in the game program 30. Here, a game refers to a set of activities and rules for playing or competing. A game is played, for example, by a user utilizing strategy and skill to achieve a specific objective. Games are played to achieve various objectives, for example, competitive objectives such as winning, combat objectives such as defeating an opponent, educational objectives such as learning, and narrative objectives such as completing the progression of a scenario. Games may be competitive or non-competitive.

[0029] The following description will be given of an example of a game played on the game device 10 in which a character can automatically move to a destination specified by a user within a game space in which the character can move. The character may be a human, animal, robot, machine, fictional creature, or the like that appears in the game, and the type of character is not particularly limited. In this embodiment, an example in which a human character is used will be described. The game space is an example of "space."

[0030] The display control unit 11C controls the display content of the display 22 based on the user's input operation received by the reception unit 11A, information defined in the game program 30, and the like.

[0031] Hereinafter, examples of processing executed by the game device 10 in this game will be described with reference to FIGS.

[0032] 3 is a flowchart showing the flow of specific processing executed by the game device 10. The specific processing is performed by the CPU 11 reading the game program 30 from the storage 13, expanding it in the memory 12, and executing it. The specific processing shown in FIG. 3 is executed, for example, when an operation to open a map, which will be described later, is received.

[0033] 3, the CPU 11 determines whether or not a destination of the character in the game space has been designated. If the CPU 11 determines that the destination has been designated (YES in step S10), the process proceeds to step S11. On the other hand, if the CPU 11 determines that the destination has not been designated (NO in step S10), the process waits until the destination is designated.

[0034] 4 is a first conceptual diagram for explaining a map in the game space. This conceptual diagram shows a road 50, which is a pre-set route connecting waypoints along which a character automatically moves, and a plain 70 that does not include any waypoints. The road 50 is made up of a first road 52 that includes waypoints P1 to P13, and a second road 54 that includes waypoints P20 to P22 and is not connected to the first road 52. The waypoints are an example of "predetermined points," the road 50 is an example of a "first area," and the plain 70 is an example of a "second area."

[0035] On the first highway 52, any two adjacent waypoints, namely, waypoints P1 and P2, waypoints P2 and P3, waypoints P3 and P4, waypoints P4 and P5, waypoints P5 and P6, waypoints P6 and P7, waypoints P7 and P13, waypoints P7 and P8, waypoints P8 and P9, waypoints P9 and P10, waypoints P10 and P11, and waypoints P11 and P12, are connected by straight lines or curves, and are preset as the above-mentioned routes. On the second highway 54, any two adjacent waypoints, namely, waypoints P20 and P21, and waypoints P21 and P22, are connected by straight lines or curves, and are preset as the above-mentioned routes.

[0036] Furthermore, in the game space, a navigation mesh is set for the roads 50 and plains 70, which uses polygons to cover the areas in which the character can move in the game space. The character moves along the edges of the polygons in the plains 70. In contrast, in the roads 50, the character moves along a line connecting two adjacent waypoints. Furthermore, in both the roads 50 and plains 70, the character can move manually in accordance with user movement-related operations, or automatically without user movement-related operations.

[0037] Now, let us assume that the user presses a predetermined operation button on the controller, which is the input device 23, at the position of the cursor 75 shown in the conceptual diagram of Fig. 4. As a result, the CPU 11 determines that the designation of a destination has been accepted.

[0038] 3, in step S11, the CPU 11 sets the destination designated in step S10 and the initial position of the character, which is the position of the character when the designation was accepted.Then, the CPU 11 proceeds to step S12.

[0039] 5 is a second conceptual diagram for explaining the map. In this conceptual diagram, the destination in step S11 is a white circle destination 80 located on the lower side of the plain 70, and the initial position in step S11 is a black circle initial position 90 located on the upper side of the plain 70.

[0040] 3, in step S12, the CPU 11 generates a first route connecting the destination 80 and any one of the waypoints. The flow of generating the first route will be described below with reference to FIGS.

[0041] FIG. 6 is a flowchart showing the flow of processing by the game device 10 to generate a first route.

[0042] 6, the CPU 11 extracts m waypoints that exist within a predetermined range from the destination 80. For example, the CPU 11 calculates the straight-line distance between the coordinates of the destination 80 in a predetermined coordinate system of the game space and the coordinates of all waypoints that exist in the game space, and extracts the m waypoints with the shortest calculated straight-line distances. By using the straight-line distance between coordinates to extract waypoints in this way, the amount of calculation by the CPU 11 does not become too large even if the straight-line distance is checked for all waypoints. The CPU 11 then proceeds to step S31.

[0043] 7 is a third conceptual diagram for explaining the map. This conceptual diagram shows an example in which four waypoints are extracted as the top m waypoints in step S30. As an example, it is assumed that the CPU 11 extracted waypoints P6, P9, P10, and P11 in step S30. Note that m is not limited to four, and may be more or less than this.

[0044] Returning to FIG. 6 , in step S31, the CPU 11 calculates a route cost related to the distance between each of the m waypoints extracted in step S30 and the destination 80. This route cost is the route cost when movement is performed based on a navigation mesh that moves along the edges of a polygon. In this embodiment, a route cost is also set when movement is performed based on a waypoint that moves along a line connecting two adjacent waypoints. Hereinafter, the route cost when movement is performed based on a navigation mesh will be referred to as the "navigation mesh cost," and the route cost when movement is performed based on a waypoint will be referred to as the "waypoint cost." The CPU 11 calculates the navigation mesh cost and the waypoint cost according to a known algorithm, such as the A* algorithm. The CPU 11 then proceeds to step S32.

[0045] In step S32, the CPU 11 selects a destination-side point that is a waypoint whose navi mesh cost between the destination 80 and the destination 80 is equal to or less than the first threshold. Then, the CPU 11 proceeds to step S33.

[0046] 7 shows the navimesh costs between the destination 80 and each of waypoints P6, P9, P10, and P11. The navimesh costs are "6" between the destination 80 and waypoint P6, "5" between the destination 80 and waypoint P9, "2" between the destination 80 and waypoint P10, and "3" between the destination 80 and waypoint P11. In this embodiment, the first threshold is "2." In this case, in step S32, the CPU 11 selects waypoint P10, which has a navimesh cost of "2" or less, as the destination point.

[0047] 6, in step S33, the CPU 11 generates a first route by connecting the waypoint P10 selected in step S32 with the destination 80. That is, the CPU 11 generates, as the first route, a route connecting the waypoint P10 with the destination 80 by route search using a navigation mesh. The CPU 11 then proceeds to step S13 shown in FIG.

[0048] 8 is a fourth conceptual diagram for explaining the map. This conceptual diagram shows the first route A generated by the CPU 11 in step S12. The first route A is a route that connects waypoint P10 and destination 80 with a straight line. Here, since waypoint P10 located on first highway 52 has been selected as the destination-side point, the CPU 11 excludes waypoints P20 to P22 located on second highway 54 from the processing targets in the following process.

[0049] 3, in step S13, the CPU 11 generates a second route connecting the waypoint P10 to a waypoint near the initial position 90 on the first road 52. The flow of generating the second route will be described below with reference to FIGS.

[0050] FIG. 9 is a flowchart showing the flow of processing by the game device 10 to generate a second route.

[0051] 9, the CPU 11 sets waypoint costs for all waypoints accessible from waypoint P10. Specifically, all waypoints accessible from waypoint P10 are waypoints other than waypoint P10 that exist on the first highway 52. ​​The CPU 11 then proceeds to step S51.

[0052] FIG. 10 is a fifth conceptual diagram for explaining the map. This conceptual diagram shows the waypoint costs set by the CPU 11 in step S50. In FIG. 10, all waypoints that can be traveled from waypoint P10 are waypoints P1 to P9 and P11 to P13. The waypoint costs to waypoint P10 are as follows: waypoint P1 is 40, waypoint P2 is 35, waypoint P3 is 30, waypoint P4 is 25, waypoint P5 is 20, waypoint P6 is 15, waypoint P7 is 10, waypoint P8 is 7, waypoint P9 is 5, waypoint P11 is 5, waypoint P12 is 10, and waypoint P13 is 13.

[0053] 9 , in step S51, the CPU 11 extracts n waypoints that exist within a predetermined range from the initial position 90. For example, the CPU 11 calculates the straight-line distance between the coordinates of the initial position 90 in a predetermined coordinate system of the game space and the coordinates of all waypoints that exist in the game space, and extracts the top n waypoints with the shortest calculated straight-line distances. The CPU 11 then proceeds to step S52.

[0054] 10 shows an example in which six waypoints are extracted as the top n waypoints in step S51. As an example, it is assumed that the CPU 11 extracted waypoints P1 to P6 in step S51. Note that n is not limited to six, and may be more or less than six.

[0055] 9, in step S52, the CPU 11 calculates the navi mesh cost between each of the waypoints P1 to P6 extracted in step S51 and the initial position 90. The CPU 11 then proceeds to step S53.

[0056] In step S53, the CPU 11 excludes, from among the waypoints P1 to P6 extracted in step S51, any waypoints whose navimesh cost between them and the initial position 90 exceeds a second threshold. The CPU 11 then proceeds to step S54.

[0057] 10 shows the navimesh costs between the initial position 90 and each of waypoints P1 to P6. The navimesh costs are "2" between the initial position 90 and waypoint P1, "6" between the initial position 90 and waypoint P2, "9" between the initial position 90 and waypoint P3, "6" between the initial position 90 and waypoint P4, "5" between the initial position 90 and waypoint P5, and "11" between the initial position 90 and waypoint P6. In this embodiment, the second threshold is "10." In this case, in step S53, the CPU 11 excludes waypoint P6, whose navimesh cost exceeds "10."

[0058] 9, in step S54, the CPU 11 selects an initial position side point that will be a waypoint near the initial position 90 from among waypoints P1 to P5 that have a navmesh cost of 10 or less between them and the initial position 90. Hereinafter, the flow of selecting an initial position side point in the first embodiment will be described with reference to FIGS.

[0059] FIG. 11 is a first flowchart showing the flow of the game device 10 selecting an initial position side point.

[0060] 11, the CPU 11 extracts the waypoint with the lowest waypoint cost between it and the destination point, waypoint P10, from among waypoints P1 to P5. The CPU 11 then proceeds to step S71.

[0061] In step S71, the CPU 11 extracts, from among the waypoints P1 to P5, the waypoint with the lowest navmesh cost between it and the initial position 90. The CPU 11 then proceeds to step S72.

[0062] In step S72, the CPU 11 determines whether the waypoint with the lowest navmesh cost between it and the initial position 90 extracted in step S71 moves away from the destination 80. If the CPU 11 determines that the waypoint moves away from the destination 80 (step S72: YES), the CPU 11 proceeds to step S73. On the other hand, if the CPU 11 determines that the waypoint does not move away from the destination 80 (step S72: NO), the CPU 11 proceeds to step S74. As an example, the CPU 11 determines whether the waypoint moves away from the destination 80 based on the relationship between the coordinates of the initial position 90, the coordinates of the waypoint, and the coordinates of the destination 80 in a predetermined coordinate system of the game space.

[0063] In step S73, the CPU 11 selects, as the initial position side point, the waypoint with the lowest waypoint cost between it and waypoint P10, from among waypoints P1 to P5. The CPU 11 then proceeds to step S55 shown in FIG.

[0064] In step S74, the CPU 11 selects, as the initial position side point, the waypoint from among waypoints P1 to P5 that has the lowest navmesh cost between it and the initial position 90. The CPU 11 then proceeds to step S55 shown in FIG.

[0065] 10, of waypoints P1 to P5, the waypoint with the lowest waypoint cost between waypoint P10 is waypoint P5. Also, in this conceptual diagram, of waypoints P1 to P5, the waypoint with the lowest navmesh cost between waypoint P10 and initial position 90 is waypoint P1.

[0066] At this time, in step S72, the CPU 11 first calculates the difference between the coordinate values ​​of the destination 80 in a predetermined coordinate system of the game space and the coordinate values ​​of the initial position 90 and waypoint P1. Then, if the difference in coordinate values ​​along a predetermined axis along the up-down direction in FIG. 10 is greater between the destination 80 and waypoint P1 than between the destination 80 and the initial position 90, the CPU 11 determines that waypoint P1 is moving away from the destination 80. In the conceptual diagram shown in FIG. 10 , because waypoint P1 is located above the initial position 90, the difference in coordinate values ​​along the predetermined axis is greater between the destination 80 and waypoint P1 than between the destination 80 and the initial position 90. Therefore, in step S72, the CPU 11 determines that waypoint P1 is moving away from the destination 80, and proceeds to step S73. As a result, in step S73, the CPU 11 selects waypoint P5 as the initial position side point.

[0067] 9 , in step S55, the CPU 11 generates a second route by connecting waypoint P5 selected in step S54 with waypoint P10. That is, the CPU 11 generates a route connecting waypoint P5 with waypoint P10 as the second route by route search using waypoints. At this time, the CPU 11 sequentially connects waypoints with decreasing waypoint costs from waypoint P5 to waypoint P10. The CPU 11 then proceeds to step S14 shown in FIG.

[0068] 12 is a sixth conceptual diagram for explaining the map. This conceptual diagram shows the second route B generated by the CPU 11 in step S13. The second route B starts at waypoint P5 and passes through waypoints P6, P7, P8, P9, and P10 in this order, with straight lines connecting each two adjacent waypoints.

[0069] 3, in step S14, the CPU 11 generates a third route connecting the initial position 90 and waypoint P5. That is, the CPU 11 generates a route connecting the initial position 90 and waypoint P5 as the third route by route search using a navigation mesh. The CPU 11 then proceeds to step S15.

[0070] 13 is a seventh conceptual diagram for explaining the map. This conceptual diagram shows the third route C generated by the CPU 11 in step S14. The third route C is a route that connects the initial position 90 and the waypoint P5 with a straight line.

[0071] 3, in step S15, the CPU 11 generates a first movement route by connecting the first route A, the second route B, and the third route C generated in steps S12 to S14. Then, the CPU 11 proceeds to step S16.

[0072] In step S16, the CPU 11 generates a second travel route that connects the initial position 90 and the destination 80 without passing through any waypoints. Then, the CPU 11 proceeds to step S17.

[0073] In step S17, the CPU 11 determines whether the second route cost, which is related to the distance from the initial position 90 to the destination 80 along the second movement route generated in step S16, is less than a predetermined ratio to the first route cost, which is related to the distance from the initial position 90 to the destination 80 along the first movement route generated in step S15. If the CPU 11 determines that the second route cost is less than the predetermined ratio (step S17: YES), the process proceeds to step S19. On the other hand, if the CPU 11 determines that the second route cost is not less than the predetermined ratio (step S17: NO), the process proceeds to step S18.

[0074] The above first route cost is the sum of the navigation mesh cost of the first route A, the waypoint cost of the second route B, and the navigation mesh cost of the third route C, which constitute the first movement route. The above second route cost is the navigation mesh cost from the initial position 90 to the destination 80.

[0075] In step S18, the CPU 11 starts automatic movement of the character along the first movement path toward the destination 80. Then, the CPU 11 ends the specification process.

[0076] In step S19, the CPU 11 starts automatic movement of the character along the second movement path toward the destination 80. Then, the CPU 11 ends the specification process.

[0077] In the conceptual diagram shown in FIG. 13 , the first movement path is a path connecting the first path A, the second path B, and the third path C, and the second movement path is a path D connecting the initial position 90 and the destination 80 in a straight line. In the conceptual diagram, the first path cost is 27, and the second path cost is 15. In this embodiment, the predetermined ratio is 50%. The predetermined ratio is not limited to 50% and may be greater or less than 50%. In this case, the CPU 11 determines in step S17 that the second path cost is not less than 50% of the first path cost, and proceeds to step S18. As a result, the character first automatically moves along the third path C from the initial position 90 to waypoint P5 based on the navigation mesh. Next, the character automatically moves along the second path B from waypoint P5 to waypoint P10 based on the waypoints. The character then automatically moves along the first route A from waypoint P10 to destination 80 based on the navigation mesh.

[0078] FIG. 14 is an eighth conceptual diagram for explaining the map. Specifically, FIG. 14 shows a case where the initial position in step S11 is different from the initial position 90. In the conceptual diagram shown in FIG. 14, the initial position in step S11 is the initial position 95, which is a black circle located diagonally above and to the left of the destination 80. If the initial position is the initial position 95, the explanation in the flowchart above can be read as initial position 95 instead of initial position 90. As a result, it goes without saying that even if the initial position is the initial position 95, the CPU 11 can perform the same processing as described above.

[0079] 14, the first movement route is route E connecting the initial position 95 and waypoint P7, route F starting from waypoint P7 and connecting two adjacent waypoints in the order of waypoint P8, waypoint P9, and waypoint P10, and a route connecting the first route A. In addition, in the conceptual diagram, the second movement route is route G connecting the initial position 95 and destination 80 in a straight line.

[0080] 14, the first route cost is "16" and the second route cost is "3." In this case, the CPU 11 determines in step S17 that the second route cost is less than 50% of the first route cost, and proceeds to step S19. As a result, the character automatically moves along route G from the initial position 95 to the destination 80 based on the navigation mesh.

[0081] Next, examples of what is displayed on the display 22 when a character moves automatically will be described with reference to FIGS.

[0082] 15 is a first display example displayed on the display 22. As an example, FIG. 15 shows a character image 40 representing a character automatically moving across a plain 70 from an initial position 90 toward waypoint P5. Here, if the character that has started to move automatically is not riding a horse, the CPU 11 causes the character to ride a horse in the game space. A horse is an example of a "predetermined moving object."

[0083] Fig. 16 shows a second display example displayed on the display 22. In Fig. 16, a horse image 42 showing a horse is displayed behind the character image 40 in the direction of travel. The horse image 42 moves from outside the display area of ​​the display 22 toward the character image 40, resulting in the state shown in Fig. 16.

[0084] 17 is a third display example displayed on the display 22. In FIG. 17, a state in which a character image 40 is riding a horse image 42 is displayed. Here, the CPU 11 causes the character to ride the horse, and then automatically moves the character riding the horse toward destination 80. Therefore, the display 22 displays the horse image 42 with the character image 40 riding on it running across the plains 70 toward destination 80.

[0085] As described above, the CPU 11 accepts the specification of the destination 80 in the game space including the highway 50 and the plain 70. Then, if the initial position 90, 95 is located in the plain 70, the CPU 11 automatically starts the movement of the character from the initial position 90, 95 toward the specified destination 80. As a result, according to the game device 10 of this embodiment, even if the character is located in the plain 70, the automatic movement of the character can be started toward the destination 80 specified by the user.

[0086] Furthermore, if the specified destination 80 is located within the plains 70, the CPU 11 generates a first movement route from the initial position 90, 95 to the destination 80, including at least a portion of the first road 52 that includes a destination-side point that is a waypoint whose navmesh cost between the destination 80 and the destination 80 is equal to or less than a first threshold, among waypoints located within a predetermined range from the destination 80. The CPU 11 then automatically moves the character along the first movement route. As a result, the game device 10 according to this embodiment can automatically move the character to the destination 80 while passing through the destination-side points located on the first road 52.

[0087] Furthermore, the CPU 11 generates the first travel route by including, among waypoints included on the first highway 52 that include the destination point, an initial position side point that is a waypoint whose navmesh cost between the initial positions 90, 95 is equal to or less than a second threshold. As a result, the game device 10 according to this embodiment can automatically move the character to the destination 80 while passing through the initial position side point and the destination side point that exist on the first highway 52.

[0088] Furthermore, when there are multiple waypoints with navimesh costs between the initial positions 90, 95 that are equal to or less than the second threshold, the CPU 11 designates as the initial position point the waypoint among the multiple waypoints that has the lowest waypoint cost between the destination point or the navimesh cost between the initial positions 90, 95. As a result, the game device 10 according to this embodiment can automatically move the character from the initial positions 90, 95 to the initial position point via the route with the lowest route cost between the destination point or the initial positions 90, 95.

[0089] Furthermore, the CPU 11 generates a second movement route that connects the initial positions 90, 95 and the destination 80 without passing through any waypoints. If the second route cost along the second movement route is less than a predetermined ratio of the first route cost along the first movement route, the CPU 11 automatically moves the character along the second movement route instead of the first movement route. As a result, the game device 10 according to this embodiment can select one movement route along which the character will automatically move, taking into account the route costs along multiple movement routes.

[0090] Furthermore, if the character that has started to move automatically is not mounted on a horse, the CPU 11 causes the character to mount the horse in the game space and automatically moves the character mounted on the horse toward destination 80. As a result, with the game device 10 according to this embodiment, the character can mount the horse and move automatically on the horse without any user operation while the character is moving automatically.

[0091] Second Embodiment Next, a second embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above embodiment. In the second embodiment, the initial position in step S11 is set to the initial position 90.

[0092] The second embodiment differs from the above-described embodiment in the flow in which the game device 10 selects an initial position side point.

[0093] FIG. 18 is a second flowchart showing the flow of the game device 10 selecting an initial position side point.

[0094] In step S90 shown in Fig. 18, the CPU 11 calculates a total cost for each of waypoints P1 to P5 remaining as a result of the processing in step S53 shown in Fig. 9, including the navi mesh cost between the initial position 90 and the waypoint cost between the initial position 90 and waypoint P10, which is the destination point. As an example, the CPU 11 calculates the total cost by adding up the navi mesh costs of each of waypoints P1 to P5 and each waypoint cost. The CPU 11 then proceeds to step S91.

[0095] In step S91, the CPU 11 selects the waypoint with the lowest total cost from among the waypoints P1 to P5 as the initial position side point.The CPU 11 then proceeds to step S55 shown in FIG.

[0096] 10, the total costs are "42" for waypoint P1, "41" for waypoint P2, "39" for waypoint P3, "31" for waypoint P4, and "25" for waypoint P5. In this case, in step S91, the CPU 11 selects waypoint P5, which has the lowest total cost, as the initial position side point.

[0097] As described above, the CPU 11 sets the waypoint with the lowest total cost as the initial location point among the waypoints included in the first road 52 that include the destination point. As a result, the game device 10 according to this embodiment can automatically move the character to the destination 80 while passing through the initial location point with the lowest total cost.

[0098] (Other) In the above embodiment, if there are multiple waypoints whose navigation mesh cost between them and the destination 80 is less than or equal to a first threshold, the CPU 11 may select the waypoint with the lowest navigation mesh cost from among the multiple waypoints as the destination side point.

[0099] 11, the CPU 11 performs processing based on whether the waypoint with the lowest navimesh cost between the initial positions 90 and 95 is away from the destination 80. However, this is not limiting, and in the flowchart, the CPU 11 may select the waypoint with the lowest waypoint cost between the destination point or the lowest navimesh cost between the initial positions 90 and 95 as the initial position point without performing this processing.

[0100] Although the navigation mesh and waypoints are used as examples of route search in the above embodiment, the route search is not limited to these. For example, the route search may be performed using various route search algorithms such as the Dijkstra algorithm or the Bellman-Ford algorithm.

[0101] Although the embodiments of the present disclosure have been described in detail above with reference to the accompanying drawings, the technical scope of the present disclosure is not limited to such examples. It is clear that a person skilled in the art of the present disclosure can conceive of various modifications or alterations within the scope of the technical idea described in the claims, and it is understood that these modifications or alterations also naturally fall within the technical scope of the present disclosure.

[0102] Furthermore, the effects described in the above embodiments are explanatory or exemplary and are not limited to those described in the above embodiments. In other words, the technology according to the present disclosure may achieve other effects that are obvious to a person skilled in the art of the present disclosure from the description in the above embodiments, in addition to or instead of the effects described in the above embodiments.

[0103] In the above-described embodiments, the term "processor" refers to a processor in a broad sense, and includes a general-purpose processor (e.g., a CPU) and a dedicated processor (e.g., a GPU: Graphics Processing Unit, an ASIC: Application Specific Integrated Circuit, an FPGA: Field Programmable Gate Array, a programmable logic device, etc.).

[0104] Furthermore, the operations of the processors in the above-described embodiments may be performed not only by a single processor but also by multiple processors located at physically separate locations working together. Furthermore, the order of the operations of the processors is not limited to the order described in the above-described embodiments, and may be changed as appropriate.

[0105] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.

Claims

1. A game program for causing a computer to execute a process that accepts the specification of a destination in a space including at least one first area in which a route connecting predetermined points along which a character will automatically move is preset, and at least one second area that does not include said predetermined points, and if the initial position of said character at the time said specification is accepted is in the second area, automatically causes said character to start moving from said initial position toward said specified destination.

2. A game program as described in claim 1 for causing a computer to execute the following process: if the specified destination is located within a second area, generate a first movement route from the initial position to the destination, including at least a part of a first area including a destination-side point that is a predetermined point located within a predetermined range from the destination and whose route cost related to the distance to the destination is less than a predetermined first threshold; and automatically move the character along the first movement route.

3. A game program as described in claim 2 for causing a computer to execute a process of generating the first movement route by including an initial position side point, which is a predetermined point included in a first area including the destination side point, and which is a predetermined point whose route cost regarding the distance to the initial position is equal to or less than a predetermined second threshold.

4. A game program as described in claim 3 for causing a computer to execute a process in which, when there are multiple specified points whose route cost in terms of distance to the initial position is equal to or less than the second threshold, the specified point among the multiple specified points whose route cost in terms of distance to the destination point or the initial position is the initial position point.

5. A game program as described in claim 3 for causing a computer to execute a process in which, of the predetermined points included in a first area including the destination point, the predetermined point with the lowest total cost including the route cost related to the distance to the initial position and the route cost related to the distance to the destination point is set as the initial position point.

6. A game program as described in claim 2, for causing a computer to execute a process of generating a second movement route connecting the initial position and the destination without passing through a specified point, and automatically moving the character along the second movement route instead of the first movement route when the second route cost related to the distance from the initial position to the destination along the second movement route is less than a predetermined ratio to the first route cost related to the distance from the initial position to the destination along the first movement route.

7. A game program as claimed in claim 1 for causing a computer to execute the following process: if the character that has automatically started moving is not riding on a predetermined moving body, the character is placed on the moving body in the space, and the character riding on the moving body is automatically moved towards the destination.

8. A game processing method in which a computer executes a process that accepts the specification of a destination in a space including at least one first area in which a route connecting predetermined points along which a character will automatically move is preset, and at least one second area that does not include said predetermined points, and if the initial position of said character at the time said specification is accepted is in the second area, automatically starts moving said character from said initial position toward said specified destination from said initial position.

9. A game device comprising a processor, the processor receiving a designation of a destination in a space including at least one first area in which a route connecting predetermined points along which a character will automatically move is preset, and at least one second area that does not include the predetermined points, and if an initial position, which is the position of the character at the time the designation is received, is in the second area, the processor automatically starts moving the character from the initial position toward the designated destination.

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