Method and apparatus for generating game point information for in-game event

By synthesizing voice and text chat data with event keywords, the method generates game key information, addressing the challenge of summarizing in-game events for strategic analysis in online gaming.

WO2025234512A1PCT designated stage Publication Date: 2025-11-13NCSOFT CORP
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Patent Information

Application Number
PCT/KR2024/006194
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-08
Publication Date
2025-11-13

AI Technical Summary

Technical Problem

Existing online gaming technologies struggle to efficiently summarize in-game events due to the volatility and fragmentation of voice and text communication channels, making it difficult for users to analyze gameplay strategies effectively.

Method used

A method and device that analyze game communication and play information using start and end keywords to generate game key information by synthesizing voice and text chat data, converting voice chat to text, and summarizing events for strategic analysis.

Benefits of technology

Enables efficient analysis and application of game strategies by fusing voice and text chat information, allowing users to recognize and utilize event summaries for future gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a server operation method and apparatus for generating game point information for an in-game event. According to one embodiment of the present disclosure, the server operation method for generating game point information for an in-game event may comprise the operations of: analyzing game communication information and / or game play information on the basis of a start keyword corresponding to the start of an in-game event and an end keyword corresponding to the end of the event, thereby recognizing the start of the event and the end of the event; and generating game point information for the event by combining the game communication information and the game play information between the start of the event and the end of the event.
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Description

Method and device for generating game key information for in-game events

[0001] The present disclosure relates to a method and device for generating game key information for an in-game event.

[0002] With the advancement of computing devices and network environments, the number of users enjoying online games using various wired and wireless communication devices has increased significantly. Users can experience the excitement of games by playing characters in a game environment provided by game servers via wired and wireless communication devices.

[0003] Recently, online gamers have been utilizing voice, text, and video channels to access a variety of platforms. However, the information output through these various channels is easily lost, making it difficult for users to analyze previous gameplay to determine strategies.

[0004] Accordingly, active research is being conducted on technologies that recognize the start and end of events deemed meaningful during game play situations and provide users with a summary of the contents of those events.

[0005] The background technology described above is technical information that the inventor possessed for the purpose of deriving the present invention or acquired in the process of deriving the present invention, and cannot necessarily be considered as publicly known technology disclosed to the general public prior to the application for the present invention.

[0006] The purpose of the present disclosure is to provide a method and device for generating game key information for in-game events. The problems addressed by the present disclosure are not limited to those mentioned above. Other problems and advantages of the present disclosure not mentioned above can be understood through the following description and will be more clearly understood through the embodiments of the present disclosure. Furthermore, it will be appreciated that the problems and advantages addressed by the present disclosure can be realized by the means and combinations thereof set forth in the claims.

[0007] A first aspect of the present disclosure is a method of operating a server that generates game key information for an in-game event, the method including: an operation of recognizing the start of the event and the end of the event by analyzing at least one of game communication information and game play information based on a start keyword corresponding to the start of the in-game event and an end keyword corresponding to the end of the event; and an operation of generating game key information for the event by synthesizing the game communication information and the game play information between the start of the event and the end of the event.

[0008] A second aspect of the present disclosure is an operating device of a server that generates game key information for an in-game event, comprising: at least one memory; and at least one processor; wherein the at least one processor analyzes at least one of game communication information and game play information based on a start keyword corresponding to the start of an in-game event and an end keyword corresponding to the end of the event, thereby recognizing the start and the end of the event, and synthesizing the game communication information and the game play information between the start and the end of the event to generate game key information for the event.

[0009] A third aspect of the present disclosure can provide a computer-readable recording medium having recorded thereon a program for executing the method according to the first aspect on a computer.

[0010] In addition, other methods for implementing the present invention, other systems, and computer-readable recording media storing a computer program for executing the method may be further provided.

[0011] Other aspects, features and advantages other than those described above will become apparent from the following drawings, claims and detailed description of the invention.

[0012] According to the problem solving means of the present disclosure described above, the present disclosure does not simply provide a video of an event that occurred during a game play situation, but rather generates game key information by fusing information from various channels such as voice chat information and text chat information, thereby enabling a user to efficiently analyze game play and apply it to future game play.

[0013] In addition, the present disclosure allows for efficient use of highly volatile voice chat information by converting voice chat information generated in a voice channel into text and analyzing it through various language models.

[0014] FIG. 1 illustrates an example of interconnected servers and one or more user terminals for a game service.

[0015] Figures 2a, 2b and 2c illustrate exemplary cases of providing a game-related user experience using multiple user terminals.

[0016] Figures 3a, 3b, 3c and 3d illustrate exemplary functions supported by a game launcher executed by a user terminal.

[0017] FIG. 4 illustrates an example of a server and one or more user terminals for generating game key information.

[0018] Figure 5 illustrates a block diagram of a user terminal.

[0019] Figure 6 illustrates information used to generate game key information.

[0020] Figure 7 illustrates a flowchart for explaining a method for generating game key information by summarizing game play situations.

[0021] Figure 8 illustrates a method for converting voice chat information into text chat information using a language model.

[0022] Figure 9 illustrates a flowchart for explaining a case of saving a game play situation.

[0023] Figure 10 illustrates the movement path of a user character as an example of game key information.

[0024] Figure 11 illustrates the main combat information of a user character as an example of game key information.

[0025] A method according to one embodiment of the present disclosure is an operation method of a server that generates game key information for an in-game event, the method including: an operation of recognizing the start of the event and the end of the event by analyzing at least one of game communication information and game play information based on a start keyword corresponding to the start of the in-game event and an end keyword corresponding to the end of the event; and an operation of generating game key information for the event by synthesizing the game communication information and the game play information between the start of the event and the end of the event.

[0026] The advantages and features of the present invention, and the methods for achieving them, will become clearer with reference to the embodiments described in detail together with the accompanying drawings. However, the present invention is not limited to the embodiments presented below, but may be implemented in various different forms, and it should be understood that it includes all transformations, equivalents, and substitutes included in the spirit and technical scope of the present invention. The embodiments presented below are provided to ensure that the disclosure of the present invention is complete and to fully inform those skilled in the art of the invention of the scope of the invention. In describing the present invention, if a detailed description of a related known technology is judged to obscure the gist of the present invention, the detailed description thereof will be omitted.

[0027] The terminology used in this application is only used to describe specific embodiments and is not intended to limit the present invention. The singular expression includes the plural expression unless the context clearly indicates otherwise. In this application, it should be understood that the terms "comprise" or "have" indicate the presence of a feature, number, operation, operation, component, part, or combination thereof described in the specification, but do not exclude in advance the possibility of the presence or addition of one or more other features, numbers, operations, operations, components, parts, or combinations thereof.

[0028] Some embodiments of the present disclosure may be represented by functional block configurations and various processing operations. Some or all of these functional blocks may be implemented by various hardware and / or software configurations that perform specific functions. For example, the functional blocks of the present disclosure may be implemented by one or more microprocessors or by circuit configurations for a given function. Furthermore, for example, the functional blocks of the present disclosure may be implemented in various programming or scripting languages. The functional blocks may be implemented by algorithms that execute on one or more processors. Furthermore, the present disclosure may employ conventional techniques for electronic configuration, signal processing, and / or data processing. Terms such as "mechanism," "element," "means," and "configuration" may be used broadly and are not limited to mechanical and physical configurations.

[0029] Additionally, the connecting lines or connecting members between components depicted in the drawings are merely exemplary representations of functional connections and / or physical or circuit connections. In an actual device, connections between components may be represented by various functional connections, physical connections, or circuit connections that may be replaced or added.

[0030] The present disclosure will be described in detail with reference to the attached drawings below.

[0031] FIG. 1 illustrates an example of interconnected servers and one or more user terminals for a game service.

[0032] A server (e.g., servers (110, 120)) may include a computer designed to provide server functionality, such as a workstation. Embodiments are not limited thereto, and a server may include a personal computer configured to run a software application, and / or a combination of such personal computers. A server may include a group (or cluster) of the example workstations and / or personal computers.

[0033] In one embodiment, a service provider may provide or operate an automated service using a server. The service may include a game service. The game service may be provided for network-based playing of games such as role-playing games (RPGs), massive multi-user online RPGs (MMORPGs), first-person shooters (FPSs), and / or puzzle games. Through the game service, different users (e.g., users of the game service) may connect with each other over a network, cooperate, or compete. The server may support or execute functions related to the game service (e.g., matching users, providing a virtual space (130) such as a battlefield, trading virtual items such as a market, and / or chatting between users).

[0034] Referring to FIG. 1, servers (110, 120) included in a network are illustrated to provide different services. The server (110) may be configured to relay a user's connection with various game services provided through the network (e.g., a game service provided by the server (120). The services provided through the server (110) may be referred to as game platform services, game launching services, game publishing services, and / or game relay services.

[0035] Referring to FIG. 1, a server (110) may cause a server (120) for providing a game service to provide a user experience related to the game service to users of the game platform service. The server (110) may store, in a user database related to users of the game platform service, information indicating one or more game services to which the users have subscribed. The information may further include information for the server (110) to access another server for the game service, such as the server (120), (e.g., account information for logging into the game service, and / or authentication information).

[0036] Referring to FIG. 1, the server (110) may store information indicating at least one game service subscribed to by users of the game platform service in a user database. The user database may include records representing users subscribed to the game platform service. The records may include at least one game service subscribed to by the corresponding user and / or information for accessing (or logging in to) the at least one game service.

[0037] Referring to FIG. 1, users (U1, U2) of a game platform service provided by a server (110) are illustrated. A user (U1) possessing user terminals (141, 142, 143) and a user (U2) possessing user terminals (151, 152) are illustrated, but the number of users of the server (110) and the number of user terminals possessed by each of the users are not limited thereto. Users of the game platform service may be referred to as users.

[0038] Referring to FIG. 1, various appearances of a user terminal (or user equipment) are illustrated. The user terminal may include a smartphone (e.g., user terminals (141, 152)), a smartpad, and / or a tablet PC. The user terminal may include a personal computer such as a desktop (e.g., user terminals (142, 151)) and a laptop. The user terminal may include a portable gaming device (e.g., user terminal (143)) dedicated to a game service and / or a gaming console. The user terminal may include a smart accessory such as a smartwatch and / or a head-mounted device (HMD). Embodiments of the user terminal are not limited thereto.

[0039] Referring to FIG. 1, a user (U1) can access a game platform service provided by a server (110) using at least one of the user terminals (141, 142, 143). Similarly, a user (U2) can access the game platform service using at least one of the user terminals (151, 152). A software application for communicating with the server (110) can be installed on at least one of the user terminals (141, 142, 143, 151, 152). The software application can be referred to as a game platform application, a game platform program, a game launcher, and / or a client application.

[0040] Hereinafter, the connection relationship between the user terminal (141), which is one of the user terminals (141, 142, 143, 151, 152), and the server (110) and the user terminal (141) and the server (120) will be described, taking the user terminal (141) as an example.

[0041] For example, a user (U1) can access a game platform service provided by a server (110) using a user terminal (141) that has executed a game launcher. The user terminal (141) that has executed the game launcher can establish a communication link (L1) between the user terminal (141) and the server (110). The communication link (L1) can include a logical connection (e.g., a logical connection distinguished by a session) established for data communication between the user terminal (141) and the server (110) within a network. Similarly, in response to an input from a user (U2) to execute a game launcher on the user terminal (151), the user terminal (151) can establish a communication link (L2) between the server (110) and the user terminal (151).

[0042] The server (110), which detects a user terminal (141) that has executed a game launcher using a communication link (L1), can confirm a user account logged into the user terminal (141). By comparing the user database stored in the server (110) and authentication information (e.g., ID, password, PIN (personal identification number), and / or OTP (one-time password)) transmitted from the user terminal (141), the server (110) can authenticate the user (U1) that has executed the game launcher on the user terminal (141). Based on the authentication, the user terminal (141) can display a screen provided by the game launcher. For example, the state of the user terminal (141) that executes the game launcher can include a state before authenticating the user (U1) (e.g., a locked state and / or a state before logging in) and a state after authenticating the user (U1). The screen displayed by the user terminal (141) based on the above authentication and / or the function provided to the user (U1) are described with reference to FIGS. 3a to 3d.

[0043] Referring to FIG. 1, when users (U1, U2) of user terminals (141, 151) connected to a server (110) via communication links (L1, L2) are authenticated, the server (110) can support interaction between the users (U1, U2). For example, the server (110) can support transmission (e.g., streaming) and / or reception of messages (e.g., text messages), images, videos, sounds (e.g., voice chat), and / or posts between the users (U1, U2). The server (110) configured to provide a game platform service can execute or support functions related to online activities of users (U1, U2) related to games.

[0044] When accessing a game platform service using a user terminal (141), the user (U1) can access a game service connected to the game platform service. For example, a user terminal (141) running a game launcher can receive an input for accessing a game service. In response to an input for accessing a game service detected using the game launcher, the user terminal (141) can transmit a signal related to the input to a server (110) via a communication link (L1). The server (110) receiving the signal can communicate with a server (120) providing the game service indicated by the signal. For example, using a communication link (L3) established between the servers (110 and 120), the server (110) can transmit information related to a user (U1) logged in to the game platform service (e.g., authentication information required for the server (120) providing the game service to authenticate the user (U1). Based on the authentication of a user (U1) using the above information, a communication link (L4) between the user terminal (141) of the user (U1) and the server (120) can be established.

[0045] Similarly, the server (110) may receive a signal from a user terminal (151) to which a user (U2) is logged in, indicating receipt of an input for accessing a game service. The server (110) receiving the signal may transmit a signal to the server (120) using a communication link (L2), which causes a communication link (L5) to be established between the user terminal (151) and the server (120). Direct communication between the user terminal (151) and the server (120) may be performed through the communication link (L5) established by the signal. The embodiment is not limited thereto, and indirect communication between the server (120) providing the game service and the user terminal (151) may be performed using the communication links (L2, L3).

[0046] As described above, in a state where communication links (L4, L5) are established between the user terminals (e.g., user terminals (141, 151)) of the users (U1, U2) and the server (120) so that the game service is provided to each of the user terminals, the server (120) for providing the game service can transmit information about at least a part of the virtual space (130) to each of the user terminals. For example, the server (120) can transmit, to the user terminal (141) of the user (U1), information related to a part of the virtual space (130) including a location (A) associated with the user (U1) (e.g., information for rendering the part of the virtual space (130)). For example, the server (120) can transmit, to the user terminal (151) of the user (U2), information related to another part of the virtual space (130) including a location (B) associated with the user (U2).

[0047] Although an exemplary operation in which a user (e.g., users (U1, U2)) accesses a game service using a server (110) providing a game platform service has been described, the embodiment is not limited thereto. For example, a user may directly access a server (120) for a game service without a server (110) using a game application installed on a user terminal.

[0048] Hereinafter, exemplary operations of a user terminal and / or a server associated with a communication link connected for a game service and / or a game platform service are described with reference to FIGS. 2A and 2B . For example, exemplary operations of a server (110) based on a user (U1) and a user terminal (142) are described, but the embodiment is not limited thereto.

[0049] Figures 2a, 2b and 2c illustrate exemplary cases of providing a game-related user experience using multiple user terminals.

[0050] Referring to FIGS. 2A to 2C, an exemplary state in which communication links (L1, L3, L4) are established between a server (110) for a game platform service, a server (120) for a game service, and a user terminal (142) is illustrated. The server (110) can communicate with the server (120) according to the operation described with reference to FIG. 1, thereby establishing a communication link (L4) between the server (120) and the user terminal (142). For communication between the server (110) and the user terminal (142), a game launcher related to the game platform service can be executed on the user terminal (142).

[0051] Referring to FIGS. 2A to 2C, a user terminal (142) that executes a game launcher can execute the game application in response to an input for executing the game application. The user terminal (142) that executes the game application can display a screen (210) provided by the game application. An exemplary screen (210) including a player character (PC) (215) controllable by an input received through the user terminal (142) is illustrated, but the embodiment is not limited thereto. Using a signal received from the server (120) through a communication link (L4), the user terminal (142) can display a screen (210) including a PC (215) included in a virtual space (130).

[0052] Referring to FIG. 2A, a user terminal (142) executing a game application can output a screen (210) to a user (U1) and receive an input related to the game (e.g., an input for controlling a PC (215)) from the user (U1). The user terminal (142) that has received the input can transmit a first signal representing the input to a server (120) via a communication link (L4). The user terminal (142) can further receive a second signal representing a virtual space (130) and / or a state of the PC (215) changed by the input from the server (120) via the communication link (L4). The user terminal (142) that has received the second signal can at least partially change the screen (210). For example, the user terminal (215) can play an animation related to the PC (215) within the screen (210).

[0053] When an input for executing a game application is received through a game launcher, the user terminal (142) can execute the game application in conjunction with the game launcher. Using the conjunction, the user terminal (142) can execute a function of the game launcher based on the status of the game application. The function may include an operation of transmitting a signal notifying the status to the server (110) (e.g., streaming of a screen (210) for live broadcasting). The function may include a remote play function of the game application executed on the user terminal (142) using another user terminal different from the user terminal (142).

[0054] Referring to FIG. 2B, user terminals (141, 142) connected to each other for remote play functionality are illustrated. The user terminals (141, 142) may be connected via a short-range wireless communication protocol such as Wi-Fi Direct and / or Bluetooth. The embodiment is not limited thereto, and the user terminals (141, 142) may be connected to each other via a cellular protocol such as long-term evolution (LTE), 5G NR (new radio), 6G, and / or above-6G. It is assumed that a game launcher is installed on all user terminals (141, 142), and authentication of a user (U1) on each of the user terminals (141, 142) based on the game launcher is completed.

[0055] When a game application is executed on a user terminal (141) with relatively limited resources, such as a smartphone, the quality of the user experience related to the game may be reduced. The quality may be evaluated by indicators such as frames-per-second (fps), response delay, and / or resolution. The quality of the user experience may be better when the game application is executed on a desktop user terminal (142) than when the game application is executed on a user terminal (141). Referring to FIG. 2B, the user terminal (142) may transmit a screen (220) generated (or rendered) by a processing circuit (e.g., a GPU (graphics processing unit)) of the user terminal (142) to the user terminal (141). The operation of transmitting the screen (220) may include an operation of transmitting a bitstream representing the screen (220) via a communication link (L6) (e.g., streaming).

[0056] In the exemplary state of FIG. 2B where the user terminal (142) displays the screen (220) on the user terminal (141), the user terminal (141) can display the screen (220) on the display based on the execution of the game launcher. For example, without installing and / or executing a game application for communicating with the server (120), the user terminal (141) can display the screen (220) related to the game service provided by the server (120) on the display. The user terminal (141) can display the screen (220) provided by the user terminal (142) based on the execution of the game launcher.

[0057] Referring to FIG. 2B, in one embodiment where the user terminal (142) generates a screen (220) to be displayed by the user terminal (141), the user terminal (142) may display a screen (220) including a UI related to the user terminal (141), which is a smart phone. The UI may include a virtual joystick including a visual object (222) having a shape of a circle that can be dragged (or moved) by a touch input on an area (221) having a shape of a circle. The UI may include a group (223) of touchable visual objects that can control the state of the PC (215). Comparing FIG. 2A and FIG. 2B, the screen (210) of FIG. 2A, which is displayed through the display of the user terminal (142), which is a desktop, may not include the visual object (222) and / or the group (223). In a state where a screen (220) is transmitted to a user terminal (141) which is a smart phone, the user terminal (141) which receives the screen (220) can overlap an area (221) including a visual object (222) and a group (223) on the screen (220). For example, a screen (225) displayed on the display of the user terminal (141) can further include a visual object (222), an area (221), and a group (223) for guiding a touch input.

[0058] Referring to FIG. 2B, while displaying a screen (225) based on a screen (220) provided by a user terminal (142), the user terminal (141) can receive an input from a user (U1) related to the screen (225). In response to the input, the user terminal (141) can transmit a signal representing the input to the user terminal (142). The user terminal (142) receiving the signal can communicate with the server (120) and use the input corresponding to the signal to at least partially change the state of the virtual space (130) and / or the PC (215). The user (U1) can view the screen (220) representing the state of the virtual space (130) and / or the PC (215) at least partially changed through the user terminal (141).

[0059] As described above, although an embodiment has been described in which the server (120) and the user terminal (142) for providing the game service of FIG. 2B directly communicate, and the user terminal (141) indirectly communicates with the server (120) using the user terminal (142), the embodiment is not limited thereto. For example, the user terminal (141) that receives the input of the user (U1) related to the screen (225) can transmit a signal including information related to the input to the server (120) via the communication link (L7). The signal can be transmitted directly to the server (120) independently of the communication links (L4, L6) established by the user terminal (142). For example, the user terminal (141) can transmit a signal via the communication link (L7) in order to reduce the delay in the input of the user (U1) or to improve the responsiveness of the game service provided by the server (120). The server (120) that receives the signal can transmit a signal (or information) indicating the state of the virtual space (130) that has been changed based on the signal to the user terminal (142) through the communication link (L4). The user terminal (142) that receives the signal can perform rendering of the screen (220) to be provided to the user terminal (141) through the communication link (L6). After the signal related to the rendered screen (220) is transmitted to the user terminal (141) through the communication link (L6), the user terminal (141) can display the screen (225) based on the signal (e.g., a screen in which a visual object (222), an area (221), and a group (223) are overlapped on the screen (220).

[0060] For example, when a communication link (L6) between user terminals (141, 142) is blocked, the user terminal (141) can establish at least one of a direct communication link (L7) between the server (120) for providing a game service and the user terminal (141) and / or a direct communication link (L8) between the server (110) for providing a game platform service and the user terminal (141).

[0061] Although the operation of transmitting a signal representing a screen (220) between user terminals (141, 142) commonly logged in by a user (U1) has been described, the embodiment is not limited thereto. For example, the user terminal (142) may transmit a signal representing a screen (220) to user terminals of other users logged in to the server (110) via the server (110). The function of the user terminal (142) transmitting the signal to user terminals of other users logged in to the server (110) may be referred to as a broadcasting function.

[0062] Referring to FIG. 2C, a server (230) for cloud gaming may be connected to a user terminal (142). For example, when a request for providing a cloud-based game service is identified from a user terminal (142), the server (110) may request the server (230) to provide a cloud service based on the server (230). The request may be transmitted to the server (230) via a communication link (L9) between the server (110) and the server (230). In response to the request, the server (230) may establish a communication link (L10) between the server (120) and the server (230) for the game service and a communication link (L11) between the server (120) and the user terminal (142). The request transmitted via the communication link (L9) may include information related to the user terminal (142) that transmitted the request and / or the game service.

[0063] In one embodiment, the server (230) may perform rendering of a screen (210) to be displayed on a user terminal (142). The server (230) may transmit a signal (or bitstream) related to the screen (210) rendered by the server (230) to the user terminal (142) via a communication link (L11) between the user terminal (142) and the server (230). The user terminal (142) that receives the signal may display the screen (210) indicated by the signal on a display.

[0064] In the exemplary state of FIG. 2c, the user terminal (142) displaying the screen (210) can receive a user input related to the screen (210). In response to the user input received from the user (U1), the user terminal (142) can transmit a signal representing the user input to the server (230) via the communication link (L11). The server (230) receiving the signal can execute a function related to the user input. The server (230) executing the function can include, for example, an operation of at least partially changing the state of the virtual space (130) provided by the server (110) by communicating with the server (110) via the communication link (L10). For example, the server (230) executing the function can include an operation of re-rendering the screen (210) to be transmitted to the user terminal (142) based on the partially changed state of the virtual space (130). For example, the server (230) that executed the above function can further transmit a signal related to the re-rendered screen (210) through the communication link (L11).

[0065] As described above, by using the game launcher, the user terminal (141) can display a screen (220) of a game application running on another user terminal (in one embodiment of FIG. 2B, the user terminal (142)) and respond to the user's (U1) interaction related to the screen (220). The user terminal (141) can indirectly perform graphic rendering (e.g., visualization of a three-dimensional graphical object) by using the resources of the user terminal (142). Even if the user terminal (141) does not have the capacity required to install the game application (e.g., available capacity of flash storage) or the user terminal (141) does not have the resources required to run the game application (e.g., specifications of a GPU and / or CPU), the user terminal (141) running the game launcher can provide a user experience related to the game application.

[0066] Below, exemplary functions supported by a user terminal running a game launcher are described with reference to FIGS. 3A to 3D.

[0067] Figures 3a, 3b, 3c and 3d illustrate exemplary functions supported by a game launcher executed by a user terminal.

[0068] Referring to FIGS. 3A to 3D , exemplary states (301, 302, 303, 304) of screens displayed by a user terminal that executes a game launcher are illustrated. After user authentication of the user terminal is completed using the game launcher, the user terminal may display the exemplary screens illustrated in FIGS. 3A to 3D . Referring to FIG. 3A , the user terminal that displays the screen provided by the game launcher may display visual objects (311, 312, 313, 314) corresponding to each of the options for adjusting the mode of the screen. For example, the visual object (311) may correspond to a function for outputting a list of a plurality of game applications executable by the user terminal. For example, the visual object (312) may correspond to a function for outputting a list of one or more game applications installed on the user terminal. For example, the visual object (313) may correspond to a function for executing a messenger service based on a game platform service. For example, the visual object (314) may correspond to a function for executing a community service for users subscribed to the game platform service.

[0069] In a state (301) where a first option corresponding to a visual object (311) is selected, the user terminal may provide a screen for downloading game applications that can be executed using a game launcher. In a state (302) where a second option corresponding to a visual object (312) is selected, the user terminal may provide a screen related to one or more game applications installed on the user terminal. In a state (303) where a third option corresponding to a visual object (313) is selected, the user terminal may provide a screen for exchanging messages (e.g., sending and / or receiving messages) between users logged in to the game platform service. In a state (304) where a fourth option corresponding to a visual object (314) is selected, the user terminal may provide a screen for exchanging information (e.g., postings) between users subscribed to the game platform service.

[0070] Within the area (315) of the screen of FIG. 3A, the user terminal may display a list of game applications. The list may be provided from a server providing a game platform service (e.g., server (110) of FIG. 1, FIG. 2A, and / or FIG. 2B). One or more icons (e.g., icon (319)) displayed in the area (315) may correspond to specific game applications included in the list. For example, in response to an input for selecting an icon (319), the user terminal may display a UI for downloading a game application corresponding to the icon (319) within the screen.

[0071] In a state (301) of displaying a list of game applications through an area (315), the user terminal may display visual objects (316, 317, 318) for filtering game applications included in the list. The visual object (316) may correspond to an option for displaying all game applications included in the list in the area (315). The visual object (317) may correspond to an option for displaying a sub-list of one or more game applications executable on a personal computer among the game applications included in the list in the area (315). The visual object (318) may correspond to an option for displaying a sub-list of one or more game applications executable on a smartphone among the one or more game applications included in the list in the area (315).

[0072] FIG. 3a is a drawing showing a screen in which a first option is executed in a game launcher of a user terminal by selecting a first visual object (311) capable of outputting a list of game applications that can be executed on a user terminal, for example.

[0073] Referring to the exemplary screen of FIG. 3A, the user terminal may display a visual object (320) mapped to a function for streaming the screen of a game application executed using a game launcher. For example, in response to an input for selecting the visual object (320), the user terminal may display a list of other user terminals in which the user of the user terminal (e.g., users U1 and U2 of FIG. 1) is logged in. For example, if the input is received while streaming the screen of the game application, the user terminal may display a pop-up window indicating that the screen of the game application is being streamed. For example, if the input is received while preparing to stream the screen of the game application, the user terminal may display a pop-up window indicating that streaming of the screen of the game application is about to start. The pop-up window of the example may include a button and / or a hyperlink for receiving an input for stopping or restarting streaming of the screen of the game application. A user terminal that receives an input for selecting another user terminal from the above list can execute a function for transmitting a screen-related signal to the other user terminal selected by the input. FIG. 3b is a diagram illustrating a screen in which a second option is executed in the game launcher of the user terminal by selecting a visual object (312) capable of providing a screen related to a game application installed on the user terminal, for example.

[0074] Referring to FIG. 3B, in a state (302) where a second option corresponding to a visual object (312) is selected, the user terminal can display a list of game applications installed in the user terminal. The user terminal can display an area (324) and visual objects (321, 322, 323) for switching the UI displayed in the area (324). In a state (302) where a visual object (321) is selected, the user terminal can display visual objects representing each of the game applications installed in the user terminal in the area (324) (e.g., visual objects corresponding to game application A and game application B, respectively). In a state (302) where a visual object (321) is selected, the user terminal can further display a visual object (329) for switching to a state (301) for downloading the game application, together with visual objects corresponding to each of the game applications installed in the user terminal in the area (324).

[0075] The visual objects (322, 323) different from the visual object (321) may each correspond to game applications installed on the user terminal. For example, the visual object (322) may correspond to game application A installed on the user terminal, and the visual object (323) may correspond to game application B installed on the user terminal. For example, in response to an input for selecting the visual object (322), the user terminal may display a UI related to game application A in the area (324). The UI may include a visual object for executing game application A.

[0076] In response to an input for selecting a visual object (313), the user terminal may display a screen as shown in state (303) of FIG. 3c. The screen may be displayed as an overlay on a screen running for the game launcher (e.g., a pop-up window).

[0077] FIG. 3c is a drawing showing a screen in which a third option is executed in a game launcher of a user terminal by selecting a third visual object (313) that can provide a screen for exchanging messages between users of a game platform service, for example.

[0078] Referring to FIG. 3C, within the screen, the user terminal may display a list (331) of game applications to which a user logged in to the user terminal is subscribed. The list (331) may include chat channels corresponding to each of the game applications and / or chat channels provided through the game service. For example, the chat channels provided through the game service may include a chat channel dedicated to a guild (or party) provided through the game service, and a one-on-one chat channel (e.g., a whisper channel) indicated by a user account of the user terminal. Within an area (332) of the exemplary screen of FIG. 3C, the user terminal may display one or more messages that have been transmitted or received through any one of the chat channels. The user terminal may display visual objects (333, 334, 335) for transmitting text, emoticons, and / or images (or videos) to the chat channel corresponding to the area (332). The user terminal can display a visual object (336) for uploading text entered in a text box (333) to the chat channel. Through the screen of Fig. 3c, the user terminal can display a visual object (337) mapped to a function for adding a new chat channel.

[0079] FIG. 3D is a drawing showing a screen in which the fourth option is executed in the game launcher of a user terminal by selecting a visual object (314) that can create a post between users of a game platform service, for example.

[0080] Referring to FIG. 3D, in a state (304) where the fourth option corresponding to the visual object (314) is selected, the user terminal may provide a list of posts registered in the game platform service. The user terminal may provide the list through an area (342) within the screen. For example, an element (345) within the area (342) may correspond to a specific post included in the list. In response to an input for selecting the element (345), the user terminal may display a post corresponding to the element (345) within the screen. The user terminal may display visual objects for filtering posts displayed in the area (342) in the area (341). The visual objects displayed in the area (341) may each correspond to hashtags (or keywords) assigned to each post. For example, a visual object (344) may be displayed to provide a list of posts containing an exemplary hashtag (e.g., a hashtag containing the string "#UPDATE") via area (342). For example, a visual object (343) may be displayed to deselect the hashtags displayed via area (341) to provide a list of all posts in area (342).

[0081] FIG. 4 illustrates an example of a server and one or more user terminals for generating game key information.

[0082] Referring to FIG. 4, the game key information generation server (410) is a server that generates game key information summarizing game play situations based on text chat information, voice chat information, and game play information. The game key information generation server (410) may be configured as a separate server from the servers (110, 120), or may be configured as the same server.

[0083] The game key information generation server (410) can receive text chat information and voice chat information of users (U1, U2) generated in the server (110). In addition, the game key information generation server (410) can receive game play information of user characters (215) generated in the server (120).

[0084] Specifically, the game key information generation server (410) can generate game key information based on game communication information and game play information during the period between the start and end of an event. For example, the game communication information may include text chat information and voice chat information of users (U1, U2), and the game play information may include, but is not limited to, received game play video information, game text chat information, and action information of a user character.

[0085] Through this, the game key information generation server (410) generates game key information by using not only game play information but also communication information between users (U1, U2), thereby enabling users (U1, U2) to have various perspectives on game play and providing an experience of recognizing things that were not recognized during game play.

[0086] In addition, the game key information generation server (410) can analyze the text chat information and voice chat information received from the server (110) to determine the start and end of an event. For example, the game key information generation server (410) can determine that an event has started if an event start keyword is recognized in the text chat information and voice chat information. In addition, the game key information generation server (410) can determine that an event has ended if an event end keyword is recognized in the text chat information and voice chat information.

[0087] Additionally, the game key information generation server (410) can analyze game play information received from the server (120) to determine the start and end of an event. For example, the game key information generation server (410) can determine the end of an event based on the game position of the user character based on the action information of the user character included in the game play information.

[0088] Hereinafter, the connection relationship between the user terminal (142, 152) and the server (120) and the game key information generation server (410), the server (110) and the game key information generation server (410), and the user terminal (142, 152) and the game key information generation server (410) will be described, for example.

[0089] For example, a user (U1) can receive game key information generated by a game key information generation server (410) through a user terminal (142) that executes a game launcher. The user terminal (142) that executes the game launcher can establish a communication link (L12) between the user terminal (142) and the game key information generation server (410). The communication link (L12) can include a logical connection (e.g., a logical connection distinguished by a session) established for data communication between the user terminal (142) and the game key information generation server (410) within a network. Similarly, a user (U2) can receive game key information generated by the game key information generation server (410). The user terminal (152) that executes the game launcher can establish a communication link (L13) between the user terminal (152) and the game key information generation server (410).

[0090] Additionally, the server (110) can transmit game communication information to the game key information generation server (410) via the communication link (L2). As another embodiment, the user terminal (151) can transmit voice chat information and text chat information generated during game play to the game key information generation server (410) via the communication link (L12).

[0091] Additionally, the server (120) can transmit game play information to the game key information generation server (410) via a communication link (L5).

[0092] When accessing a game platform service using a user terminal (142), a user (U1) can access a game service connected to the game platform service. For example, a user terminal (142) running a game launcher can receive an input for accessing a game service. In response to an input for accessing a game service detected using the game launcher, the user terminal (142) can transmit a signal related to the input to a server (110) via a communication link (L1). The server (110) receiving the signal can communicate with a game key information generation server (410) that generates game key information indicated by the signal. For example, using the communication links (L3, L14, L15) established between the servers (110, 120, 140), the server (110) can transmit information related to a user (U1) logged in to the game platform service (e.g., authentication information required for the server (120) providing the game service to authenticate the user (U1)). In addition, the game key information generation server (410) can receive game play information in a game play situation from the server (120) via the communication link (L15). In addition, the game key information generation server (410) can receive game play information from the server (120) via the server (110).

[0093] The embodiment is not limited thereto, and indirect communication may be performed between a game point information generation server (410) that generates and provides game point information and a user terminal (151) using communication links (L3, L14, L15).

[0094] Figure 5 illustrates a block diagram of a user terminal.

[0095] Referring to FIG. 5, the user terminal (500) may be the same device as the user terminal (141, 142, 143, 151, 152) of FIG. 1.

[0096] Referring to FIG. 5, the user terminal (500) includes a processor (510), a memory (520), an input / output interface (530), and a communication module (540). For convenience of explanation, only components related to the present invention are illustrated in FIG. 5. Therefore, in addition to the components illustrated in FIG. 5, other general-purpose components may be further included in the user terminal (500). In addition, it will be apparent to those skilled in the art that the processor (510), memory (520), input / output interface (530), and communication module (540) illustrated in FIG. 5 may be implemented as independent devices.

[0097] The processor (510) can process computer program commands by performing basic arithmetic, logic, and input / output operations. Here, the commands can be provided from memory (520) or an external device. In addition, the processor (510) can generally control the operations of other components included in the user terminal (500).

[0098] For example, the processor (110) may generate voice chat information and text chat information through chat input from users (U1, U2). For example, the processor (110) may transmit the generated voice chat information and text chat information to the server (110) and / or the game key information generation server (410), thereby enabling the game key information generation server (410) to generate game key information.

[0099] The processor (510) may be implemented as an array of a plurality of logic gates, or may be implemented as a combination of a general-purpose microprocessor and a memory storing a program executable on the microprocessor. For example, the processor (510) may include a general-purpose processor, a central processing unit (CPU), a microprocessor, a digital signal processor (DSP), a controller, a microcontroller, a state machine, etc. In some environments, the processor (510) may include an application-specific integrated circuit (ASIC), a programmable logic device (PLD), a field programmable gate array (FPGA), etc. For example, the processor (510) may refer to a combination of processing devices, such as a combination of a digital signal processor (DSP) and a microprocessor, a combination of a plurality of microprocessors, a combination of one or more microprocessors coupled with a digital signal processor (DSP) core, or any other such combination of configurations.

[0100] The memory (520) may include any non-transitory computer-readable recording medium. As an example, the memory (520) may include a non-permanent mass storage device such as a random access memory (RAM), a read only memory (ROM), a disk drive, a solid state drive (SSD), or a flash memory. As another example, the non-permanent mass storage device such as a ROM, an SSD, a flash memory, or a disk drive may be a separate permanent storage device distinct from the memory. In addition, the memory (520) may store an operating system (OS) and at least one program code.

[0101] These software components may be loaded from a computer-readable recording medium separate from the memory (520). This separate computer-readable recording medium may be a recording medium that can be directly connected to the user terminal (500), and may include, for example, an input / output computer-readable recording medium such as a floppy drive, a disk, a tape, a DVD / CD-ROM drive, a memory card, etc. Alternatively, the software components may be loaded into the memory (520) through a communication module (530) other than a computer-readable recording medium. For example, at least one program may be loaded into the memory (520) based on a computer program that is installed by files provided by developers or a file distribution system that distributes installation files of applications through the communication module (530).

[0102] The input / output interface (530) may be a means for interfacing with a device (e.g., a keyboard, a mouse, etc.) for input and / or output that may be connected to or included in the user terminal (500). In FIG. 5, the input / output interface (530) is illustrated as an element configured separately from the processor (510), but is not limited thereto, and the input / output interface (530) may be configured to be included in the processor (510).

[0103] The communication module (540) may provide a configuration or function for the user terminal (500) to communicate with an external device (not shown) via the network. Furthermore, the communication module (540) may provide a configuration or function for the user terminal (500) to communicate with other external devices. For example, control signals, commands, data, etc. provided under the control of the processor (510) may be transmitted to an external device via the communication module (540) and the network.

[0104] Figure 6 illustrates information used to generate game key information.

[0105] For example, the game key information generation server (410) may generate game key information based on game communication information (650) and game play information (660) during an event period (620) between the start time (630) of an event and the end time (640) of an event during a game play period (610). The game communication information (650) may include voice chat information (651) and text chat information (652) during the event period (620).

[0106] For example, voice chat information (651) refers to information generated by inputting a user (U1, U2) into a voice channel through a user terminal (142, 152). In addition, text chat information (652) refers to information generated by inputting a user (U1, U2) into a chat channel through a user terminal (142, 152). In another embodiment, voice chat information may be generated by the server (110) based on information received from the user terminal (142, 152).

[0107] Additionally, game play information (660) refers to game play video information, game text information, and user character action information provided by the server (110) according to signals received from a user terminal (142, 152) that runs the game launcher.

[0108] For example, the game key information generation server (410) can use preset keywords to recognize the start (630) and end (640) of an event. For example, the game key information generation server (410) can analyze game communication information (650) during the game play period (610) to recognize the start keyword of an event. In addition, the game key information generation server (410) can analyze game communication information (650) collected during the game play period (610) to recognize the end keyword of an event.

[0109] Additionally, the game point information generation server (410) can analyze game text information collected during the game play period (610) to collect the start keyword of the event and / or the end keyword of the event.

[0110] For example, the game point information generation server (410) can analyze previously stored game communication information (650) and game play information (660) to collect keywords for recognizing the start of an event and the end of an event.

[0111] For example, the game key information generation server (410) can analyze previously stored game communication information (650) and collect words entered more than a predetermined number of times as start keywords indicating the start of an event (630). In addition, the game key information generation server (410) can analyze previously stored game communication information (650) and collect words entered more than a predetermined number of times as end keywords indicating the end of an event (640).

[0112] For example, the game key information generation server (410) can input previously stored voice chat information into a language model to analyze the voice chat information and convert it into text.

[0113] Hereinafter, a method for converting voice chat information into text will be described in detail with reference to FIG. 8.

[0114] Additionally, the game point information generation server (410) can generate game point information based on game communication information (650) and game play information (660) during the event period (620).

[0115] As an example, the game key information generation server (410) may analyze at least one of game communication information (650) and game play information (660) to distinguish between user characters having a friendly relationship with the user character and user characters having an hostile relationship with the user character. In addition, the game key information generation server (410) may generate game key information by synthesizing personal combat information of user characters having a friendly relationship with the user character.

[0116] In another embodiment, the game key information generation server (410) may analyze at least one of the game communication information (650) and the game play information (660) during the event period (620) to generate game key information including the command contents of the leader user character of the faction to which the user character belongs. The game key information generation server (410) may generate game key information by displaying the summarized command contents and the actual game play period on a map of the area where the event started. Through this, the user can verify the command accuracy of the leader user character and evaluate the leadership of the leader user character.

[0117] As another embodiment, the game key information generation server (410) may analyze voice chat information (651) during an event period (620), and when an exclamation from a user (U1) is recognized, generate game key information by synthesizing a positive auditory effect (e.g., a congratulatory sound effect) to game play information (660) at the time the exclamation is recognized.

[0118] As another embodiment, the game key information generation server (410) may analyze the command contents of an event in which the leader user character of the faction to which the user character belongs previously participated, and synthesize the previous command contents of the leader user character during the event period (620) in text form to generate game key information.

[0119] Figure 7 illustrates a flowchart for explaining a method for generating game key information by summarizing game play situations.

[0120] In operation 710, the game point information generation server (410) can collect a start keyword corresponding to the start of an in-game event and an end keyword corresponding to the end of the event.

[0121] Keywords collected may include, but are not limited to, channel keywords that imply the creation of a voice channel, conversation keywords that imply the start of an event, and content keywords that imply the start of an event.

[0122] For example, the game key information generation server (410) can collect keywords by analyzing previously stored game communication information and game play information.

[0123] In operation 720, the game point information generation server (410) can recognize the start of an event and the end of an event by analyzing at least one of game communication information and game play information based on a start keyword and an end keyword.

[0124] For example, the game key information generation server (410) can determine that an event has started if an event start keyword is recognized. Additionally, the game key information generation server (410) can determine that an event has ended if an event end keyword is recognized.

[0125] Additionally, the game key information generation server (410) can determine that an event has started if the event start keyword is recognized a predetermined number of times within a predetermined period of time. Furthermore, the game key information generation server (410) can determine that an event has started if it recognizes that a predetermined number of people have entered the voice channel.

[0126] Additionally, the game point information generation server (410) can analyze game play information and determine that an event has started if a sub-event (e.g., death of a user character) occurs a predetermined number of times or more within a predetermined period.

[0127] In operation 730, the game point information generation server (410) can generate game point information for the event by synthesizing game communication information and game play information between the start of the event and the end of the event.

[0128] For example, game play information may include game play video information, game text information, and user character action information. Here, the user character action information may include, but is not limited to, the user character's movement path on the map where the user character's event occurred and the user character's combat information.

[0129] The game key information generation server (410) can generate game key information including major movement paths by synthesizing the movement paths of all user characters participating in the event. Furthermore, the game key information generation server (410) can select major user characters by synthesizing the individual combat information of each user character participating in the event. Furthermore, the game key information generation server (410) can synthesize all combat information occurring during the event and summarize the location where the combat began.

[0130] In operation 740, the game point information generation server (410) can transmit the generated game point information to the user terminal.

[0131] Figure 8 illustrates a method for converting voice chat information into text using a language model.

[0132] Referring to FIG. 8, the game key information generation server (410) can obtain voice chat information generated from a user (U1) via a user terminal (142) and / or a server (110). The game key information generation server (410) can convert the voice chat information into text to recognize keywords from the voice chat information.

[0133] The game key information generation server (410) may utilize a language model (830) to convert voice chat information into text. Here, the language model (830) corresponds to a model that converts voice data into text based on speech recognition technology. The game key information generation server (410) may input voice chat information into the language model (830) and output voice chat information (840) converted into text.

[0134] Additionally, the game point information generation server (410) can convert voice chat information into text using a neural network model.

[0135] In machine learning technology and cognitive science, a neural network model refers to a statistical learning algorithm implemented based on the structure of a biological neural network, or a structure that executes the algorithm.

[0136] For example, a neural network model can represent a model with problem-solving capabilities. Nodes, artificial neurons that form a network by combining synapses, similar to biological neural networks, repeatedly adjust the weights of synapses to learn to reduce the error between the correct output corresponding to a specific input and the inferred output. For example, a neural network model can include any probabilistic model used in artificial intelligence learning methods such as machine learning and deep learning, as well as neural network models.

[0137] For example, a neural network model can be implemented as a multilayer perceptron (MLP) composed of multiple layers of nodes and connections between them. The neural network model according to the present embodiment can be implemented using one of various artificial neural network model structures including MLP. For example, the neural network model can be composed of an input layer that receives an input signal or data from the outside, an output layer that outputs an output signal or data corresponding to the input data, and at least one hidden layer located between the input layer and the output layer that receives a signal from the input layer, extracts characteristics, and transmits the same to the output layer. The output layer receives a signal or data from the hidden layer and outputs it to the outside.

[0138] Figure 9 illustrates a flowchart for explaining a case of storing game communication information and game play information.

[0139] Referring to FIG. 9, in operation 910, the game key information generation server (410) can recognize the game play of the user character. For example, the game key information generation server (410) can obtain and analyze game communication information and game play information.

[0140] At operation 920, the game point information generation server (410) can determine whether the start of an event has been recognized.

[0141] The game key information generation server (410) can determine whether the start of an event has been recognized using the results of analyzing game communication information and game play information. For example, the game key information generation server (410) can determine that an event has started if, based on the results of analyzing game communication information and game play information, the event start keyword has been recognized a predetermined number of times or more within a predetermined period.

[0142] Additionally, the game point information generation server (410) can determine whether the start of an event has been recognized at regular intervals.

[0143] If the event is recognized as having started, at operation 930, the game point information generation server (410) can start saving the game play situation.

[0144] The game key information generation server (410) does not always store game communication information and game play information to generate game key information, but stores game communication information and game play information only when an event is recognized, thereby efficiently using limited storage space.

[0145] If the event is not recognized as having started, the game key information generation server (410) may determine whether the start of the event has been recognized again. For example, the game key information generation server (410) may determine whether the start of the event has been recognized at predetermined intervals.

[0146] At operation 940, the game point information generation server (410) can determine whether the end of the event has been recognized.

[0147] The game key information generation server (410) can determine whether the end of an event has been recognized using the results of analyzing game communication information and game play information. For example, the game key information generation server (410) can determine that the event has ended if, based on the results of analyzing game communication information and game play information, the event end keyword has been recognized a predetermined number of times within a predetermined period.

[0148] Additionally, the game point information generation server (410) can determine whether the end of an event has been recognized at regular intervals.

[0149] If the event is recognized as having ended, in operation 950, the game point information generation server (410) may stop saving the game play situation.

[0150] If the event is not recognized as having started, the game key information generation server (410) may determine whether the end of the event has been recognized again. For example, the game key information generation server (410) may determine whether the end of the event has been recognized at predetermined intervals.

[0151] The game key information generation server (410) can generate game key information based on game communication information and game play information stored from the start of an event to the end of the event.

[0152] Figure 10 illustrates the movement path of a user character as an example of game key information.

[0153] Referring to FIG. 10, the game key information generation server (410) can generate game key information that summarizes the game play situation between the start of an event and the end of the event, and displays the main movement path (1010) of the user character participating in the event on a map (1000) of the area where the event occurred.

[0154] Specifically, the game key information generation server (410) can display the starting location (1020) of the event on the map (1000) of the area where the event started. In addition, the game key information generation server (410) can display the starting location (1030, 1040) of at least one battle started by the event on the map (1000) of the area where the event started. For example, the game key information generation server (410) can highlight and display the starting location (1030, 1040) of at least one battle started by the event on the main movement path (1010) of the user character participating in the event. In addition, the game key information generation server (410) can compare information on at least one battle started by the event to select a main battle.

[0155] Users (U1, U2) can see the flow of battle at a glance by recognizing the main movement path (1010) of the user character and the starting location (1030, 1040) of at least one battle included in the visualized game key information on the map (1000).

[0156] In addition, the game key information generation server (410) can generate game key information by including game communication information and game play information for the battle period for each of the starting positions (1030, 1040) of at least one battle. For example, if users (U1, U2) want specific information about at least one battle, the game key information generation server (410) can provide users (U1, U2) with game communication information and game play information previously stored for each battle.

[0157] Figure 11 illustrates battle information of a user character as an example of game key information.

[0158] Referring to FIG. 11, the game key information generation server (410) can generate game key information (1100) that summarizes game communication information and game play information between the start of an event and the end of the event, and indicates personal battle information of all user characters participating in the event.

[0159] For example, the game point information generation server (410) can generate game point information (1100) that represents personal battle information of the first user character (1110) by summarizing the game play situation between the start time of the event and the end time of the event.

[0160] Additionally, the game key information generation server (410) can generate game key information (1100) by comparing the personal battle information of all user characters participating in the event and displaying the user character with the highest score as the main user character.

[0161] Users (U1, U2) can identify the user with the highest contribution among the participating users and, after the event, participate in other events with that user during gameplay. Furthermore, users (U1, U2) can compare their own user character's personal combat information with that of other user characters to verify their own game performance.

[0162] Embodiments of the present invention may be implemented in the form of a computer program that can be executed through various components on a computer, and such a computer program may be recorded on a computer-readable medium. In this case, the medium may include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical recording media such as CD-ROMs and DVDs, magneto-optical media such as floptical disks, and hardware devices specifically configured to store and execute program instructions, such as ROMs, RAMs, and flash memories.

[0163] Meanwhile, the computer program may be specifically designed and constructed for the present invention, or may be one known and available to those skilled in the computer software field. Examples of computer programs include not only machine language code, such as that generated by a compiler, but also high-level language code that can be executed by a computer using an interpreter or the like.

[0164] According to one embodiment, the method according to various embodiments of the present disclosure may be provided as included in a computer program product. The computer program product may be traded as a product between a seller and a buyer. The computer program product may be distributed in the form of a machine-readable storage medium (e.g., compact disc read-only memory (CD-ROM)), or may be distributed online (e.g., downloaded or uploaded) through an application store (e.g., Play Store™) or directly between two user devices. In the case of online distribution, at least a portion of the computer program product may be temporarily stored or temporarily generated in a machine-readable storage medium, such as the memory of a manufacturer's server, an application store's server, or a relay server.

[0165] Unless the operations constituting the method according to the present invention are explicitly described in a specific order or are described in a different order, the operations can be performed in any appropriate order. The present invention is not necessarily limited by the order in which the operations are described. The use of all examples or exemplary terms (e.g., "for example," etc.) in the present invention is merely intended to illustrate the present invention in detail, and the scope of the present invention is not limited by the examples or exemplary terms unless otherwise defined by the claims. Furthermore, those skilled in the art will appreciate that various modifications, combinations, and variations can be configured according to design conditions and factors within the scope of the appended claims or their equivalents.

[0166] Therefore, the idea of ​​the present invention should not be limited to the embodiments described above, and all scopes equivalent to or equivalently modified from the following claims as well as the claims are considered to fall within the scope of the idea of ​​the present invention.

Claims

1. A method of operating a server that generates game key information for in-game events, An operation of recognizing the start of an event and the end of the event by analyzing at least one of game communication information and game play information based on a start keyword corresponding to the start of an in-game event and an end keyword corresponding to the end of the event; and An action of generating game key information for the event by synthesizing the game communication information and the game play information between the start of the event and the end of the event; A method comprising:

2. In paragraph 1, The above method, An action of collecting the above start keyword and the above end keyword; A method further comprising:

3. In paragraph 1, The above method, An action of transmitting the generated game key information to a user terminal; A method further comprising:

4. In paragraph 1, The above game communication information is: Contains at least one of text chat information and voice chat information, The above gameplay information is: A method comprising at least one of game play video information, game text information, and user character action information received from a game server.

5. In paragraph 2, The action of collecting the above keywords is: A method for collecting the start keyword and the end keyword by analyzing previously stored game communication information and game play information.

6. In paragraph 1, The action of recognizing the start of the above event and the end of the above event is, If the above start keyword is recognized more than a certain number of times within a certain period of time, it is recognized as the start of the above event, A method for recognizing the end of the event when the termination keyword is recognized more than the predetermined number of times within the predetermined period.

7. In paragraph 1, The above method, When the start of the above event is recognized, an action to start storing the game communication information and the game play information; and When the end of the above event is recognized, an action to stop storing the game communication information and the game play information; A method further comprising:

8. In paragraph 1, The action of generating the above game key information is: A method for generating game key information by synthesizing the game communication information generated at the movement path of the user character and the movement time of the user character on the map of the area where the above event occurred.

9. In paragraph 1, The action of generating the above game key information is: An action of determining at least one user character that satisfies a preset condition among the plurality of user characters participating in the event as the main user character based on the action information of the plurality of user characters; and An action of generating the game key information based on the action information of the main user character; A method comprising:

10. In paragraph 1, The action of generating the above game key information is: A method for generating game key information by synthesizing the game communication information and the game play information of a leader user character among multiple user characters participating in the above event.

11. At least one memory; and comprising at least one processor; At least one processor, A computing device that recognizes the start and end of an event by analyzing at least one of game communication information and game play information based on a start keyword corresponding to the start of an in-game event and an end keyword corresponding to the end of the event, and generates game key information about the event by synthesizing the game communication information and the game play information between the start and end of the event.

12. In paragraph 11, The above processor, A computing device that collects the above start keyword and the above end keyword.

13. In paragraph 11, The above processor, A computing device that transmits the generated game key information to a user terminal.

14. In paragraph 11, The above game communication information is: Contains at least one of text chat information and voice chat information, The above gameplay information is: A computing device comprising at least one of game play video information, game text information, and user character action information received from a game server.

15. In paragraph 12, Collecting the above keywords is, A computing device that analyzes previously stored game communication information and game play information to collect the start keyword and the end keyword.

16. In paragraph 11, Recognizing the start of the above event and the end of the above event, If the above start keyword is recognized more than a certain number of times within a certain period of time, it is recognized as the start of the above event, A computing device that recognizes the event as having ended when the termination keyword is recognized more than the predetermined number of times within the predetermined period.

17. In paragraph 11, The above processor, A computing device that starts storing the game communication information and the game play information when the start of the above event is recognized, and stops storing the game communication information and the game play information when the end of the above event is recognized.

18. In paragraph 11, Generating the above game key information is: A computing device that generates the game key information by synthesizing the game communication information generated at the movement path of the user character and the movement time of the user character on the map of the area where the above event occurred.

19. In paragraph 11, Generating the above game key information is: A computing device that determines at least one user character that satisfies a preset condition among the plurality of user characters participating in the event as a main user character based on action information of the plurality of user characters, and generates the game key information based on the action information of the main user character.

20. In paragraph 11, Generating the above game key information is: A computing device that generates the game key information by synthesizing the game communication information and the game play information of the leader user character among the multiple user characters that participated in the above event.

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