Information processing system, method, and non-transitory computer-readable medium

The system addresses limitations in game field exploration by dynamically generating content based on user-selected environments, enhancing user satisfaction and reducing development effort.

WO2026004185A1PCT designated stage Publication Date: 2026-01-02GREE INC
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Patent Information

Application Number
PCT/JP2024/044894
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-06-26
Filing Date
2024-12-19
Publication Date
2026-01-02

AI Technical Summary

Technical Problem

Existing game systems limit user interaction and satisfaction by restricting room and enemy character placement within a predetermined map construction area, reducing the ability to freely explore and customize the game field.

Method used

An information processing system that acquires environmental information corresponding to a user's selected position in a virtual space, automatically generates game content, and grants rewards based on user interactions, allowing dynamic generation of game content and user-defined exploration.

Benefits of technology

Enhances user satisfaction by providing customizable and dynamic game content that adapts to user choices, reducing development effort and offering a flexible gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This information processing system comprises at least one processor. The at least one processor executes readable instructions to; acquire, from a storage device that stores environmental information pertaining to an environment within a virtual space in which a user plays a game, the environmental information corresponding to a position selected by the user in the virtual space; automatically generate game content of the game by using the environmental information; progress the game on the basis of an operation of the user; and grant a reward corresponding to the environmental information to the user when a play result of the game by the user satisfies a reward granting condition.
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Description

Information processing system, method and non-transitory computer-readable medium

[0001] The present disclosure relates to an information processing system, an information processing method, and a program.

[0002] A system that automatically generates the structure of a game field is already known (see, for example, Patent Document 1). This system automatically generates a dungeon (maze structure), which is one type of game field. For example, a dungeon is formed by arranging multiple square rooms in succession.

[0003] Japanese Patent Application Laid-Open No. 2008-136693

[0004] However, in the above system, the location of rooms and the placement of enemy characters can only be changed within a predetermined map construction area, which may reduce the satisfaction of users who wish to freely explore the game field.

[0005] In one aspect, an information processing system is provided, comprising at least one processor configured to execute readable instructions to: acquire, from a storage device storing environmental information relating to an environment in a virtual space in which the user plays a game, the environmental information corresponding to a position selected by the user in the virtual space; automatically generate game content for the game using the environmental information; progress the game based on operations by the user; and, when a result of the user's play of the game satisfies a reward granting condition, grant the user a reward corresponding to the environmental information.

[0006] In another aspect, a method is provided, the method comprising: at least one processor acquiring, from a storage device storing environmental information relating to an environment in a virtual space in which the user plays a game, the environmental information corresponding to a position selected by the user in the virtual space; automatically generating game content for the game using the environmental information; progressing the game based on an operation by the user; and, when a result of the user's play of the game satisfies a reward granting condition, awarding a reward to the user corresponding to the environmental information.

[0007] In yet another aspect, a non-transitory computer-readable medium storing a program is provided, which, when executed by one or more processors, causes the one or more processors to: acquire, from a storage device storing environmental information relating to an environment in a virtual space in which the user plays a game, the environmental information corresponding to a position selected by the user in the virtual space; automatically generate game content for the game using the environmental information; progress the game based on an operation by the user; and, when a result of the user's play of the game satisfies a reward granting condition, grant the user a reward corresponding to the environmental information.

[0008] FIG. 1 is a schematic diagram showing a first embodiment of an information processing system. FIG. 2 is a schematic diagram showing an example of environmental information in the first embodiment. FIG. 3 is a schematic diagram showing an example of user information in the first embodiment. FIG. 4 is a schematic diagram showing an example of reward information in the first embodiment. FIG. 5 is a schematic diagram showing an example of object candidate information in the first embodiment. FIG. 6 is a diagram showing the hardware configuration of an information processing device in the first embodiment. FIG. 7 is a diagram showing the procedure of an information processing method in the first embodiment. FIG. 8 is a schematic diagram explaining the generation of game content for each area in the first embodiment. FIG. 9 is a diagram showing automatically generated movable routes in the first embodiment. FIG. 10 is a schematic diagram of a start screen in the first embodiment. FIG. 11 is a flowchart showing the processing procedure of a second embodiment.

[0009] First Embodiment At least one computer processor (hereinafter referred to as "processor") constituting an information processing system provides a game. By executing computer-readable instructions, the processor acquires environmental information corresponding to a position selected by a user in a virtual space from a storage device that stores environmental information related to the environment within the virtual space in which the user plays the game, automatically generates game content for the game using the environmental information, progresses the game based on user operations, and awards a reward to the user according to the environmental information when the user's game play results satisfy a reward awarding condition.

[0010] [Information Processing System] An embodiment of an information processing system, an information processing method, and a program will be described below.

[0011] As shown in FIG. 1 , the information processing system 10 includes a user device 11 and a management server 12. The management server 12 and the user device 11 are connected via a network 13. The user device 11 is a device used by a user to play a game. The user device 11 may be a smartphone (multifunction phone), a tablet device, a personal computer, a console game machine, a wearable computer, or any other information processing device. The wearable computer may be, for example, a head-mounted display worn on the user's head or a glasses-type wearable device. The user device 11 may be a standalone device or a set of multiple devices connected to each other so that various data can be transmitted and received between them. The user device 11 is a device on which a native application or a hybrid application for executing a game is installed (implemented), or a device that executes a game while transmitting and receiving data to and from the management server 12 using a web browser.

[0012] In this embodiment, a case will be described in which the user device 11 stores a native application. The native application includes a program for executing a game as well as asset data, which is various data required to execute the game. This native application provides a game in which the user accomplishes missions (tasks) in a virtual space. In this embodiment, the virtual space is a space in which three-dimensional coordinates (X coordinate, Y coordinate, Z coordinate) are set. In other words, any position in the virtual space can be specified by the coordinates. The virtual space has multiple areas that the user can select.

[0013] The user device 11 includes a processor 15, a storage device 16, and a communication interface 17. The storage device 16 stores environmental information 20 and user information 21. The processor 15 executes a program (not shown) stored in the storage device 16 or the like, thereby functioning as an environmental information acquisition unit 22, an automatic content generation unit 23, and a game progression unit 24.

[0014] The environmental information acquisition unit 22 acquires environmental information 20 corresponding to the area selected by the user from the storage device 16, which stores environmental information 20 relating to the environment of the area in which the user plays the game, out of multiple areas set in the virtual space.

[0015] The automatic content generation unit 23 automatically generates game content using the environment information 20. In this embodiment, the game content includes at least the structure of the area in which the game is played and the arrangement of objects within the area.

[0016] The game progression unit 24 progresses the game based on user operations. Furthermore, if the user's play results in the game content satisfy the reward granting conditions, the game progression unit 24 grants the user a reward according to the environmental information 20.

[0017] The management server 12 includes a processor 30, a storage device 31, and a communication interface 32. The storage device 31 stores environmental information 20 as master information and user information 21. The user device 11 may acquire environmental information 20 for multiple areas collectively from the management server 12, or may acquire environmental information 20 corresponding to a selected area from the management server 12 each time the user selects an area.

[0018] The storage device 31 also stores reward information 33 and object candidate information 34. The reward information 33 includes information on candidate rewards that can be granted to the user. The object candidate information 34 includes information on candidate objects that can be set as devices in an area when game content is automatically generated.

[0019] FIG. 2 shows an example of environmental information 20. The environmental information 20 is generated for each area set in the virtual space. Examples of areas that may be set in the virtual space include game fields such as "forest," "wilderness," "ocean," "desert," and "ice field." These game fields can also be referred to as climate zones. The environmental information 20 includes an area identifier, coordinates, and an identifier of an initial object preset in the area. The coordinates indicate the extent of the area. The initial object is an object that is placed before the user starts the automatically generated game in that area. In other words, the initial object is placed in the virtual space at the start of the game. For example, in the "forest" area, a "tree" is placed as the initial object. Each piece of data in the environmental information 20 may be structured into a single row or entry in a single table, as in the example of FIG. 2, or may be structured into multiple rows or entries in one or more tables. Furthermore, the environmental information 20 does not have to be expressible in a table and may include at least one unstructured data. The same applies to the user information 21, reward information 33, and object candidate information 34 shown in FIGS. 3 to 5.

[0020] The areas will now be described. Each area has different characteristics and can be selected by the user. The type and / or number of initial objects in each area may be different. Furthermore, the weather, climate, or both may be different in each area. The environmental information 20 set for each area is used when automatically generating game content. Therefore, the environmental information 20 affects the difficulty level of the game content. The "difficulty level" here refers to the degree of difficulty (level of difficulty) for the user to complete a mission; the higher the difficulty level, the more difficult it is to complete the mission.

[0021] The coordinate data included in the environment information 20 will be described. The coordinate data includes terrain data that represents the terrain of the area. For example, the terrain data includes mesh data having coordinates in virtual space, and texture data. Mesh data is a collection of points (vertices), lines (edges), and faces (polygons). The vertices that make up the mesh data have three-dimensional coordinates. The Y coordinate of a vertex indicates height. The undulations of the terrain are represented by connecting multiple vertices with edges. Texture data is overlaid on the mesh data. Texture data is data such as images and patterns that are placed on the surface of an object.

[0022] Terrain affects the difficulty of game content. For example, a character object controlled by a user is assigned a stamina (HP). Furthermore, the character object is assigned a stamina consumption amount for actions such as jumping and climbing walls. As the character object moves, the processor 15 subtracts the consumption amount corresponding to the action from the character's stamina value. For example, when moving through terrain with large undulations, the character object frequently performs actions such as jumping, resulting in a large amount of stamina consumption. Furthermore, when an area is the subject of a simulation of physical behavior, etc., the movement speed of the character object moving through that area can be reduced depending on the area, such as a "desert," as described below. In other words, the amount of stamina consumed per distance traveled by the character object can be increased.

[0023] The initial object will now be described. The initial object may be a stationary object placed at a fixed position, or a moving object that can move within the area. For example, stationary objects include plants, structures such as buildings, and other objects specific to the game. Moving objects include animals that live in the area, enemy characters that fight against the character object, vehicles, and other objects specific to the game.

[0024] At least some of these objects are configured with components (programs) for simulating physical calculations using predetermined mechanical laws, etc., based on a predetermined trigger. When a trigger occurs, such as contact with another object, the processor 15 performs a simulation calculation of the physical behavior of the object with the component. For example, settings related to mass, air resistance, collision with other objects, and friction with other objects are configured for the object. As an example of a simulation performed by a component, if a collider defining the boundary of collision detection is configured for the object, the object can be prevented from passing through other objects when it comes into contact with them. Furthermore, settings related to friction can be used to, for example, slow down the movement speed of the object while in contact with other objects. Furthermore, in addition to or instead of a component that simulates physical behavior, as described below, these objects may be configured with a component that simulates chemical state changes according to predetermined rules. Setting information for performing these simulations may be included in the environment information 20.

[0025] For example, the more collidable objects there are within an area, the more difficult it becomes for the user to move the character object within the area while avoiding collisions with other objects. It also becomes more difficult for the user to have the character object continue an action, such as carrying an object with a large mass. Furthermore, the area itself may be an object capable of simulating physical behavior. For example, if a setting is made to reduce friction for an area such as an ice field, it becomes more difficult for the user to have the character object continue an action, such as moving across the ice field.

[0026] 3 is an example of the user information 21. The user information 21 is information associated with each user and includes a user identifier, game parameters, etc. In the example of FIG. 3, the game parameters include the skills, level, items, physical strength (hit points, stamina), and number of coins of the user's character.

[0027] Game parameters may include other parameters instead of or in addition to the above parameters. For example, game parameters include attack power, defense power, combat power, magic power (magic points), experience points, skill points (points consumed when using skills), agility, medal count, and point count. Game parameters can also be referred to as the number or amount of game media associated with a user. Game media may be any electronic data used in a game. Electronic data may be acquired, owned, used, managed, exchanged, combined, enhanced, sold, discarded, or gifted by a user in the game. For example, items that a character can use are one type of game media. Game media also include any media, such as cards, virtual currency (medals), tickets, characters, and avatars. The manner in which game media are used is not limited to those explicitly described herein.

[0028] FIG. 4 is an example of reward information 33. Reward information 33 indicates potential rewards that may be awarded to a user when a mission is completed. The potential rewards include a reward identifier, an area, reward awarding conditions, difficulty level, and the name (type) of the reward. The area indicates the area where the mission is completed. The reward awarding conditions are the conditions under which the reward is awarded. The difficulty level indicates the difficulty level (level of difficulty) of completing the mission. When a user completes a mission in a specified area, processor 15 selects a reward candidate associated with that area that corresponds to the difficulty level of completing the mission as the reward to be awarded. Here, there is one type of reward per area (e.g., arrows for a forest), and the quantity changes depending on the difficulty level (e.g., 10 or 20 arrows).

[0029] FIG. 5 shows an example of object candidate information 34. The object candidate information 34 indicates candidate objects that can be placed in an area when game content is automatically generated. The object candidate information 34 includes, for each object candidate, an object identifier, an area, a difficulty level, and an object name. The processor 15 selects at least one object candidate from among the object candidates according to the area and sets it as an additional object in the area. The object candidate information 34 may also include information about objects that are applied to all selectable areas ("All" in FIG. 5) in one "stage" (described below).

[0030] 6, the hardware configuration of the user device 11 will be described. The hardware configuration of the management server 12 is similar to that of the user device 11. The user device 11 includes a processing circuit 100, a storage 104, a display 109, an input device 110, and peripheral devices 111.

[0031] The processing circuit 100 includes at least one CPU 101, which is a processor that executes one or more of the control processes disclosed herein, and a memory 102. Processing data and instructions may be stored in the memory 102. The processing data and instructions may also be stored in a storage 104, which is a storage medium disk such as a hard drive (HDD) or a portable storage medium, or in a storage medium provided separately from the processing circuit 100. The storage 104 is connected to the CPU 101 via a storage controller 103 and a bus 108. In this embodiment, the storage 104 corresponds to the storage device 16.

[0032] The processing circuit 100 also includes a network controller 106 for connecting to the network 13. The processing circuit 100 further includes a display controller 105 and an input / output interface 107. The display controller 105, the network controller 106, and the input / output interface 107 are connected to a bus 108. The display controller 105 is connected to a display 109. The input / output interface 107 is connected to an input device 110 and a peripheral device 111.

[0033] The input device 110 is a touch panel, a keyboard, a mouse, a controller operated by the user's hands (for example, a game controller such as a game pad or joystick), an operation button provided on the housing of the user device 11, or the like.

[0034] The peripheral device 111 includes a microphone for collecting sounds in the real world, such as the user's voice, and a speaker for outputting sound effects and the voices of other users, etc. The management server 12 has a processing circuit 100 and storage 104 similar to those of the user device 11. In the management server 12, the input device 110, the peripheral device 111, the display 109, etc. can be omitted.

[0035] 7 to 9, the process of executing computer-readable instructions by the user device 11 will be described. The order of the following steps can be changed as long as it is not technically inconsistent.

[0036] In this embodiment, a game will be described in which a user progresses through stages in a preset order or in a random order. The main game includes multiple stages. Each stage has a mission (task). When a mission is accomplished, the processor 15 considers the stage to be completed (cleared). In a game in which stages are progressed in a preset order, the processor 15 makes the next stage executable when a stage is cleared. To progress through a stage, the user can select one area from multiple selectable areas. In this embodiment, the mission is common regardless of which area is selected. The processor 15 can generate multiple game contents by applying the environmental information 20 of the selected area to the game contents, and these game contents have a common task. The user can also select any location in one area as the game start location.

[0037] 7 shows the procedure for progressing through the game. The processor 15 acquires the user's position in the virtual space (step S1). When the user operates a character object corresponding to the user, the user's position is the position of the character object. In the case of a game without a character object, the user's position is a position designated by the user. The user's position is indicated, for example, by three-dimensional coordinates.

[0038] The processor 15 acquires the environment information 20 corresponding to the user position (step S2). Specifically, the processor 15 identifies the area that includes the user position, and acquires the environment information 20 associated with the area from the storage device 16.

[0039] Processor 15 automatically generates game content using the acquired environmental information 20 according to an automatic generation algorithm (step S3). At this time, processor 15 sets a reward that can be given to the user. Processor 15 may change the reward according to environmental information 20 or user information 21. The user starts the game content by operating input device 110, i.e., starts playing a game corresponding to the game content.

[0040] Processor 15 executes the game using the automatically generated game content (step S4). Processor 15 also determines whether a reward granting condition has been met (step S5). In this embodiment, processor 15 determines that the reward granting condition has been met when a mission associated with a stage has been accomplished.

[0041] If the processor 15 determines that the reward granting condition is satisfied (step S5: YES), it grants the reward to the user by associating the set reward with the user (step S6).If the processor 15 determines that the reward granting condition is not satisfied (step S5: NO), it proceeds to step S7.

[0042] Processor 15 determines whether to end the game (step S7). If processor 15 determines that the mission has been accomplished or that the mission has failed (step S7: YES), it ends the game. If processor 15 determines that the game should not be ended (step S7: NO), it returns to step S4.

[0043] With reference to Figure 8, details of each step will be described along with a specific example of game content that reflects environmental information 20. [Acquisition of User Position] Acquisition of the user position (step S1) will be described. In one stage, the user 40 operates the input device 110 to select one area 41 from multiple areas 41. In the example of Figure 8, a comparison will be made between a case where the user 40 selects the "forest" area 41A and a case where the user 40 selects the "wilderness" area 41B.

[0044] After selecting the area 41, the user 40 moves the character object 42 in the virtual space and places it at a desired position. The processor 15 acquires the position of the character object 42 designated by the user 40 as the user position. The user position can be specified as one coordinate within the area 41.

[0045] [Acquisition of Environmental Information] Acquisition of environmental information 20 (step S2) will be described. When the user position is included in the "forest" area 41A, the processor 15 acquires the "forest" environmental information 20. A large number of initial objects 43A such as "trees" are arranged in the "forest" area 41A. Therefore, the density of initial objects 43A is higher in the area 41A than in the "wilderness" area 41B. Furthermore, the area 41A is set to have smaller undulations than the area 41B.

[0046] On the other hand, when the user position is included in the "wilderness" area 41B, the processor 15 acquires the "wilderness" environment information 20. Initial objects 43B such as rocks are placed in the "wilderness" area 41B. The environment information 20 for the area 41B includes temperature setting information, and the temperature in the "wilderness" area 41B is set higher than that in the "forest" area 41A.

[0047] [Automatic Content Generation] The automatic generation of game content (step S3) will now be described. The processor 15 generates game content according to an automatic generation algorithm. This automatic generation algorithm includes, but is not limited to, setting a movable path for the character object 42 and setting the additional object 44.

[0048] 9 is a two-dimensional diagram showing a movable path 50 formed in the area 41A in the X direction (first horizontal direction) and the Z direction (second horizontal direction). The movable path 50 may be provided in an area partitioned by the initial object 43, or in a structure partitioned by newly added partition objects such as walls. This structure may be, for example, a dungeon (labyrinth or maze).

[0049] The processor 15 sets a path formation area 56 based on the position of the character object 42, which is the user position. The processor 15 then sets a movable path 50 within the path formation area 56. Therefore, the movable path 50 is set at a different position depending on the user position, even within the same area 41.

[0050] The movable path 50 is made up of spaces 51 (rooms) and passages 52. Each passage 52 connects one space 51 to another space 51. For example, the processor 15 randomly divides a predetermined area within the region 41A using a function that generates random numbers or the like to form multiple sections 53, and forms spaces 51 in the formed sections 53. The size and position of the spaces 51 in the sections 53 are random. The processor 15 then randomly connects each space 51 with passages 52 that are narrower than the spaces 51.

[0051] Furthermore, the processor 15 sets the position of the character object 42 (user position) as the start position, and determines the space 51 (or position) that will be the goal position 51G of the movable path 50. As described above, the arrangement of the spaces 51 and the connections by the passages 52 are performed randomly, but the movable path 50 may be set reproducibly for the same path formation area 56. In other words, if the user 40 selects a previously selected user position as the start position again, he or she can play the game using the movable path 50 that is similar to the previously set one.

[0052] When forming the space 51 and the passage 52, the processor 15 sets the space 51 and the passage 52 based on the environmental information 20 of the path formation area 56. For example, the processor 15 may set the space 51 and the passage 52 so as to avoid the initial object OB1 of a "stationary rock" shown on the right side of FIG. 9 . That is, the processor 15 may set the space 51 and the passage 52 so as not to include a position overlapping with the initial object 43A. Alternatively, the processor 15 may set the space 51 and the passage 52 so that the initial object 43A is included in the space 51 or the passage 52, that is, so that the space 51 or the passage 52 includes a position overlapping with the initial object 43A, as in the case of the initial object OB2 of a "tree" shown in the lower part of FIG. 9 .

[0053] As shown in the lower left of FIG. 9 , the terrain 55 of the environmental information 20 is reflected in the movable path 50. If the terrain 55 of the path formation area 56 is undulating in the Y direction (height direction), the passage 52 and the like also have undulations in the Y direction. The processor 15 three-dimensionally forms the space 51 and the passage 52 based on mesh data representing the terrain 55. That is, the space 51 and the passage 52 have three-dimensional coordinates of the terrain 55 based on the environmental information 20. Furthermore, if the path formation area 56 is formed in the area 41 that reduces friction such as a "desert" or "ice field," the friction with respect to the character object 42 is reduced. Furthermore, the processor 15 controls the weather of the path formation area 56 in the area 41 in accordance with the environmental information 20. For example, if the area 41 is a "tropical rainforest," the processor 15 causes rain to fall in the path formation area 56.

[0054] The setting of the additional object 44 will be described. The additional object 44 is an object related to a mission or an object for providing a mechanism (gimmick) for game content. The additional object 44 is associated with a component that simulates the physical behavior of an object based on predetermined rules such as the laws of mechanics, or a component that simulates a chemical state change.

[0055] The processor 15 selects, from the object candidate information 34, additional objects 44 related to the mission as well as additional objects 44 corresponding to the area 41A. For example, the missions common to the areas 41A and 41B are "avoid collisions with rolling rocks" and "find and open a treasure chest." The processor 15 selects the additional objects 44 related to the mission and also selects other additional objects 44. The processor 15 then randomly places the selected additional objects 44 based on conditions such as ensuring that their positions do not overlap with those of the initial object 43A. For example, the processor 15 selects the "rolling rock" additional object 44 and the "treasure chest" additional object 44 as the additional objects 44 related to the mission. The processor 15 also selects an "animal (bear)" and a "fire" as the other additional objects 44. A component that performs a physical simulation is associated with the "animal (bear)" additional object 44, and a component that performs a chemical simulation is associated with the "fire" additional object 44.

[0056] The processor 15 may change the number of additional objects 44 other than the mission-related additional objects 44 depending on the selected area 41 or the user position. The number of additional objects 44 may be determined depending on the type of area 41, the number of spaces 51 or passages 52, the size of the space 51, the movement distance from the start position to the goal position 51G, the maximum elevation difference in the Y direction of the movable path 50, the number of initial objects 43A, etc.

[0057] The processor 15 also sets a reward based on the environmental information 20. At this time, the processor 15 selects a reward corresponding to the area 41 from the reward information 33. The processor 15 may also estimate the difficulty level of the generated game content and transmit a reward request including the identifier of the area 41 and the difficulty level to the management server 12. The difficulty level may be associated with the area 41 itself. For example, a difficulty level of "1" may be associated with the "forest" area 41A, and a difficulty level of "2" may be associated with the "wilderness" area 41B. Alternatively, the difficulty level may reflect the difficulty of defeating an opponent, which is an additional object 44. Alternatively, the difficulty level may be determined based on the number of spaces 51 or passages 52, the size of the space 51, the moving distance from the start position to the goal position 51G, the maximum elevation difference in the Y direction of the movable path 50, the number of additional objects 44, the number of initial objects 43A, the size, mass, level, etc. of the additional objects 44. The management server 12 determines a reward based on the identifier of the area 41 and the difficulty level, and transmits the identifier of the determined reward to the user device 11. Here, the management server 12 determines the type of reward depending on the area 41, and determines the amount of reward depending on the difficulty level.

[0058] [Game Execution] Game execution (step S4) will now be described. After generating the game content, processor 15 executes the game based on instructions from user 40.

[0059] 10 shows an example of a start screen 60 that the processor 15 displays on the display 109 before the game content starts. The start screen 60 includes a mission details display 61, a reward display 62 related to the reward that will be awarded if the mission is completed, and an area display 63 related to the area 41, such as a map. In the example of FIG. 10 , the reward display 62 is displayed when the user 40 performs an operation to temporarily select the area 41.

[0060] The user 40 knows from a tutorial, a notification from the game's official account, etc. that an area 41 can be selected in one stage, and that the difficulty level and rewards of the game content will change depending on the selected area. Therefore, the user 40 selects an area 41 and a starting position (user position) taking into consideration the compatibility between the mission set in the stage and the area 41, the user's own level of proficiency in the game, the desired reward, etc. The difficulty level of each area 41 may be displayed on the start screen 60 in FIG. 10 . For example, the start screen 60 may display the relative difficulty level compared between the areas 41.

[0061] The compatibility between the mission and the area 41 will now be described. The additional object 44 related to the mission can perform different actions or effects depending on the area 41 in which it is placed and its position within the area 41.

[0062] 8, if the distance between the "tree" initial objects 43A set in the area 41A is smaller than the size (diameter) of the "rolling rock" additional objects 44, the additional objects 44 will collide with the "tree" initial objects 43A and come to a stop. As a result, the user 40 does not need to avoid the additional objects 44, and the difficulty level of the game is relatively low.

[0063] On the other hand, when a game is played in a dungeon constructed in the "wildness" area 41B, there is little space for the character object 42 to avoid the "rolling rock" additional object 44. Therefore, the difficulty of avoiding the additional object 44 is higher than in the "forest" area 41A. Also, in an area 41 such as a "desert," it is difficult for the additional object 44 to roll on the terrain 55. Therefore, the difficulty of avoiding the additional object 44 is relatively low.

[0064] Furthermore, objects capable of chemical simulation may also perform different actions or effects depending on the region 41 in which they are placed and their position within the region 41. For example, if a "fire" additional object 44 is located in a region 41 such as an "ice field," it will burn the initial "tree" objects 43A, which are also objects capable of chemical simulation, and expand the burning range. On the other hand, if a "fire" additional object 44 is placed in a region 41 such as an "ice field," it will melt the surrounding initial objects 43, such as "icebergs." For example, the processor 15 determines the melting range of the initial object 43 taking into account the size of the "fire" and the size of the "iceberg." For example, if the user 40 knows in advance that an additional object 44 such as a "fire" will be placed in the region 41, the user 40 can select a region 41 such as an "ice field" or an "ocean" taking into account its compatibility with the "fire." For example, if the user 40 has previously played a game on the same stage, the user 40 can know in advance which additional objects 44 will be placed in that stage. Furthermore, even if the user 40 is presented with details of the mission before starting the game, the user 40 can know in advance which additional objects 44 will be placed in that stage. If the user 40 knows in advance that a "fire" additional object 44 will be placed, the user 40 may select an area 41 such as a "forest" or "grassland" with the intention of expanding the state changes that may occur due to the additional object 44 in order to burn other obstacles.

[0065] In this way, the user 40 can select an area by estimating the compatibility between the area 41 and the details of the mission or the additional objects 44 placed according to the mission, while also taking into consideration the user's own level of proficiency in the game. For example, if the user 40 is not very skilled at the game, the user 40 can select an area 41 that is expected to be less difficult. Furthermore, the density of the initial objects 43 in the area 41 is not uniform, and the terrain varies depending on the location in the area 41. Therefore, after selecting the area 41, the user 40 can select a location where the mission is expected to be easily completed and explore the selected location. Alternatively, the user 40 can explore a location where the difficulty is higher in the hope of receiving an increased reward. In this way, the details of the game content change depending on the location selected by the user 40, allowing the user to freely develop their own strategy for completing the mission. Furthermore, even if the user 40 plays the game on the same stage, it feels like a different game. This makes it possible to provide a highly flexible game that the user 40 will not get bored of.

[0066] [Reward Granting] The process of determining whether the reward granting condition is met (step S5) and granting a reward (step S6) will now be described. The reward granting condition may include a condition related to an event in the game in addition to the completion of a mission. The event-related condition may be a victory over an opponent, reaching a goal point, etc. When the reward granting condition is met, processor 15 selects a reward based on reward information 33.

[0067] The advantages of the first embodiment are described below. (1-1) The processor 15 automatically generates game content using the environmental information 20 corresponding to the user's location. Since the details of the game content change depending on the location selected by the user 40, the user 40 can play a game that suits his or her needs by devising a location selection. In other words, the information processing system 10 can provide a game that suits the needs of each user. Furthermore, since the details of the game content can be varied by the user 40's own ingenuity, without the need to develop a large number of game contents and include them in the main game, the man-hours involved in game development can be reduced.

[0068] (1-2) Processor 15 reflects in the game content the topography of area 41 that includes the position selected by user 40. This allows user 40 to select area 41 that meets their needs, taking the topography into consideration.

[0069] (1-3) The processor 15 sets a movable path 50 in the virtual space along which the user 40 can proceed, in accordance with the position of the initial object 43. This allows the user 40 to select an area 41 that meets their needs, taking into consideration the placement of the initial object 43.

[0070] Second Embodiment Hereinafter, a second embodiment of an information processing system, an information processing method, and a program will be described.

[0071] Hereinafter, the same parts as those in the first embodiment will be denoted by the same reference numerals, and detailed description thereof will be omitted. Referring to Figure 11, the process performed by the processor 15 executing computer-readable instructions will be described. The order of the following steps can be changed as long as it is not technically inconsistent.

[0072] As in the first embodiment, the processor 15 acquires the user's position (step S1). The processor 15 also acquires environmental information about the user's position (step S2). Next, the processor 15 acquires user information 21 (step S10). The processor 15 then determines whether the user information 21 satisfies a condition for increasing the game difficulty level (step S11). Specifically, the processor 15 may determine whether one of the game parameters included in the user information 21 satisfies the increase condition. The game parameter is a variable that reflects the play results of the user 40, such as the user's level, attack power, defense power, magical power, etc. In this case, the increase condition is that a predetermined variable is equal to or greater than a reference value. For a game parameter for which a lower value provides an advantage in the game, the increase condition is, for example, that the value is equal to or less than a reference value.

[0073] Alternatively, the processor 15 may determine whether information about an item included in the user information 21 satisfies an increase condition. An item reflects the play results of the user 40, affects the game, and is owned by the user 40. For example, an item is displayed in the game as a three-dimensional object or a two-dimensional image. Examples of items include equipment such as weapons and armor, vehicles, food and drink, currency, precious stones, etc. In this case, the increase condition is that the user 40 possesses a predetermined item, or that the user possesses a predetermined number or more of predetermined items.

[0074] When the processor 15 determines that the user information 21 satisfies the increase condition (step S11: YES), the processor 15 generates game content with an increased difficulty level, i.e., high-difficulty game content (step S12). The difficulty level is increased according to the increase condition. For example, if the increase condition is that the value of a predetermined parameter, "attack power," is equal to or greater than a reference value, the processor 15 sets the difficulty level to a level at which the mission can be completed by having attack power equal to or greater than the reference value. For example, if the increase condition is that a predetermined item is possessed, the processor 15 places an additional object 44 that requires the item to complete the mission.

[0075] When the processor 15 determines that the user information 21 does not satisfy the condition for increasing the difficulty level (step S11: NO), it generates game content of a standard difficulty level (step S13). Furthermore, in steps S12 and S13, the processor 15 sets a reward according to the difficulty level. Specifically, the higher the difficulty level, the higher the value of the reward set by the processor 15. For example, when the processor 15 increases a game parameter as a reward, the amount of increase when high-difficulty game content is generated is set to be greater than the amount of increase when standard-difficulty game content is generated. Furthermore, when the processor 15 grants "money" or "items" to the user 40 as a reward, the amount of reward for high-difficulty game content is set to be greater than the amount of reward for standard-difficulty game content.

[0076] When the processor 15 determines that the reward granting condition is met (step S5: YES), the processor 15 grants the reward to the user by associating the reward set in steps S12 and S13 with the user (step S6).

[0077] According to the second embodiment, in addition to the advantages described above in (1-1) to (1-3), the following advantage can be obtained: (2-1) The processor 15 automatically generates game content in accordance with the user information 21. That is, not only the environmental information 20 but also the user information 21 is reflected in the game content. As a result, even if the user 40 starts the game at a different time and in the same location, if the user 40's level, etc., has increased compared to previous play, the details of the game content can be made different from those of the previous play. This makes it possible to provide a game that users will not tire of over a long period of time.

[0078] The above-described embodiments can be modified as follows. The above-described embodiments and the following modifications can be implemented in combination with each other to the extent that no technical contradiction occurs. [Game] In the above-described embodiments, the information processing system 10 and the like are described as providing a game in which the stages included in the main game are progressed in a preset order or in an arbitrary order, but the main game does not have to include stages. In other words, a game consisting of a single stage may be provided. The type of game may be a role-playing game, a shooting game, an action game, a racing game, a fighting game, a training simulation game, a romance simulation game, a puzzle game, a card game, a sports game, a rhythm game, or the like.

[0079] In the above embodiments, the user 40 can select any position within the area 41 as the game start position. However, the game start position may be determined in advance for each area 41.

[0080] In each of the above embodiments, the processor 15 may set different missions for the "forest" area 41 and the "wilderness" area 41. Furthermore, the user 40 may select a mission before automatically generating game content.

[0081] The environmental information 20 may include environmental information about the real-world location of the user 40 playing the game. The user device 11 has a position detection function that communicates with a global navigation satellite system and detects its real-world location. The user device 11 acquires environmental information 20 corresponding to its real-world location from the management server 12 or the like. According to this aspect, when the user 40 is in an urban area, the user device 11 sets the possible travel route 50 using the environmental information 20 about the urban area and reflects the weather and other factors of the urban area in the possible travel route 50. The environmental information 20 may also reflect the time of day when the game is being played. For example, when the user 40 plays the game at night (e.g., 8:00 p.m.), the processor 15 may set the area 41 to be at night and darken the possible travel route 50.

[0082] In each of the above embodiments, the processor 15 sets the movable path 50 using the environmental information 20. Alternatively, the processor 15 may add the additional object 44 without setting the movable path 50 in the path formation area 56. In this case, the character object 42 can move to any position based on an instruction from the user 40.

[0083] In the above embodiments, the processor 15 sets the additional object 44 on the movable path 50. Alternatively, the additional object 44 may be omitted as long as the movable path 50 can be formed.

[0084] [Reward] In the above embodiments, the type of reward is determined depending on the area 41. Alternatively or additionally, the type of reward may be changed depending on the game start position in one area 41. Or, even when a game is played in the same area 41, the type of reward may be changed depending on the date and time of game play.

[0085] In each of the above embodiments, the start screen 60 includes a reward display 62 related to rewards, but the reward display 62 may be omitted if, for example, a reward has not been determined at the start of the game. [Output Control Unit] In each of the above embodiments, the user device 11 automatically generates game content and progresses the game. Alternatively, the management server 12 may execute at least some of the processes executed by the user device 11 in the above embodiments, such as the automatic generation of content and progress of the game.

[0086] The user device 11 may display a game screen using an independent web browser stored in the storage 104. The user device 11 receives web data from the management server 12, which is written in a markup language such as HTML (Hyper Text Markup Language) and uses CSS (Cascading Style Sheets), JavaScript (registered trademark), or the like. The web browser program launched on the user device 11 renders a virtual space using JavaScript running on the browser. Alternatively, an application including an in-app browser may be installed on the user device 11.

[0087] In the browser rendering method, the file that displays the virtual space screen can be generated by rendering using at least one of the following well-known methods: static rendering (Static Server-Side Rendering), server-side rendering (Server-Side Rendering), client-side rendering (Client-Side Rendering), pre-rendering (CSR with Prerendering), hydration rendering (SSR with (Re)Hydration), etc. Rendering here refers to interpreting data written in a markup language or the like and calculating the layout of image elements and text to be displayed on the virtual space screen.

[0088] [Information Processing System] In the above embodiment, the information processing system has been described as an example of a system that provides a game played by a single user 40. Alternatively, the information processing system may provide a multi-user game in which multiple users 40 participate online, such as a multiplayer online role-playing game (MORPG). In this case, the group leader (guild master) may determine the area 41 or the game start position.

[0089] The management server 12 may be a single server device with multiple virtual servers, or may be a set of multiple physical servers. [Hardware Configuration] Each function disclosed herein may be implemented using circuitry, which may include, but is not limited to, the CPU 101, a general-purpose processor, a special-purpose processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), other conventional circuits, and / or combinations thereof, configured or programmed to perform the disclosed functions. The processor executes readable instructions. The processor is a processing circuit or circuit because it includes transistors and other circuits. The processor may be a programmed processor that executes a program stored in memory. In this disclosure, a unit or means such as a processing circuit is hardware that performs or is programmed to perform the described functions. The hardware may be any hardware disclosed herein or otherwise known that is programmed or configured to perform the described functions. These processors function as the above-mentioned environment information acquisition unit 22, automatic content generation unit 23, and game progression unit 24 by executing readable instructions.

[0090] Furthermore, the processor is not limited by the type of computer-readable medium on which the process instructions are stored. For example, the instructions may be stored on a CD, DVD, flash memory, RAM, ROM, PROM, EPROM, EEPROM, hard disk, or other non-transitory computer-readable medium of an information processing device with which processing circuit 100 communicates, such as a server or computer. The process may also be stored on network-based storage, cloud-based storage, or other mobile-accessible storage and executable by processing circuit 100.

[0091] Furthermore, the descriptions or blocks in the flowcharts disclosed herein can be understood as representing modules, segments, or portions of code that include one or more executable instructions for implementing specific logical functions or steps in a process. Furthermore, the descriptions or blocks in the flowcharts disclosed herein can represent two or more functions or steps that can be executed in an order different from that shown or described in the specification, such as substantially simultaneously or in reverse order.

[0092] The hardware elements for realizing the processing circuit 100 may be realized by various circuit elements. Furthermore, each function disclosed herein may be realized by a circuit including one or more processing circuits.

[0093] The network 13 to which the network controller 106 connects may be a public network such as the Internet, or a private network such as a local area network (LAN) or a wide area network (WAN), or any combination thereof, including a public switched telephone network (PSTN) or an integrated services digital network (ISDN®) or sub-network. The network 13 may also be a wired network such as an Ethernet® network or a universal serial bus (USB) cable, or a wireless network such as a cellular network including 3G, 4G, and 5G wireless cellular systems. The wireless network may also be Wi-Fi®, wireless LAN, Bluetooth®, or other known forms of wireless communication. Furthermore, the network controller 106 may be compliant with other direct communication standards such as Bluetooth®, near field communication (NFC), infrared, etc.

[0094] The controller operated by the user's hand may incorporate various known sensors, such as an acceleration sensor, a gyroscope, or other inertial measurement sensor (IMU: Inertial Measurement Unit). In another example, the input device 110 may be a tracking device that identifies the hand movement, eye movement, head movement, gaze direction, etc. of the user 40. In this aspect, for example, based on the hand movement of the user 40, it is possible to determine the instruction of the user 40 and perform various operations such as starting or ending distribution of a video, rating a message or video, displaying a predetermined object, etc.

Claims

1. An information processing system having at least one processor, wherein the at least one processor is configured to execute readable instructions to: acquire environmental information corresponding to a position selected by a user in a virtual space in which the user plays a game from a storage device storing the environmental information; automatically generate game content for the game using the environmental information; progress the game based on the user's operations; and, when the user's results in playing the game satisfy reward granting conditions, grant the user a reward corresponding to the environmental information.

2. The information processing system of claim 1, wherein the environmental information includes information about the terrain within the virtual space, and the at least one processor is further configured to reflect the terrain including the position selected by the user in the game content.

3. An information processing system as described in claim 1 or 2, wherein the environmental information includes information about an initial object that is pre-placed in the virtual space, and the at least one processor is further configured to set a movable path in the virtual space that the user can follow depending on the position of the initial object.

4. The information processing system of claim 3, wherein the at least one processor is further configured to set the movable path so as not to include a position that overlaps the initial object when automatically generating the game content.

5. The information processing system of claim 3, wherein the at least one processor is further configured to set the movable path to include a position that overlaps the initial object when automatically generating the game content.

6. The information processing system of claim 3, wherein the at least one processor is further configured to add a new object related to the game content to a position on the movable path that does not overlap with the initial object.

7. An information processing system according to any one of claims 1 to 6, wherein the at least one processor automatically generating game content using the environmental information includes automatically generating the game content using the environmental information and user information associated with the user.

8. An information processing system according to any one of claims 1 to 7, wherein the at least one processor is further configured to set a movable path in the virtual space along which the user can proceed, and to add a new object to the movable path to which a simulation according to predetermined rules is applied.

9. A method comprising: at least one processor acquiring, from a storage device storing environmental information relating to the environment within a virtual space in which the user plays a game, the environmental information corresponding to a position selected by the user in the virtual space; automatically generating game content for the game using the environmental information; progressing the game based on the user's operation; and, when the user's results in playing the game satisfy a reward granting condition, granting the user a reward corresponding to the environmental information.

10. A non-transitory computer-readable medium storing a program, which, when executed by one or more processors, causes the one or more processors to: obtain environmental information corresponding to a position selected by a user in a virtual space in which the user plays a game from a storage device storing the environmental information; automatically generate game content for the game using the environmental information; progress the game based on the user's operations; and, if the user's results in playing the game satisfy reward granting conditions, grant the user a reward corresponding to the environmental information.

Citation Information

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