Information processing system, information processing method, and program
The system addresses the limitation of existing technologies by generating 'What IF' scenarios to simulate hypothetical plays, enhancing user experience through immersive and engaging virtual recreations of real-world events.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- SONY GROUP CORP
- Filing Date
- 2025-10-07
- Publication Date
- 2026-06-04
Smart Images

Figure JP2025035544_04062026_PF_FP_ABST
Abstract
Description
Information Processing System, Information Processing Method, and Program
[0007]
[0001] The present disclosure relates to an information processing system, an information processing method, and a program.
[0002] In recent years, technologies for providing a virtual space in which various objects such as 3D models or 2D images are arranged are known. A user can experience the virtual space using various information processing terminals such as a smartphone, an HMD (head-mounted display), or a PC.
[0003] Objects arranged in the virtual space include an avatar that can move within the virtual space as the user's alter ego. The user can experience the virtual space by operating the avatar and viewing the virtual space from the avatar's perspective. Also, it is possible to apply and move motion data obtained by sensing human movements in the real space to the objects arranged in the virtual space. Thereby, movements in the real space can be reproduced. For example, by reflecting the movements of each player participating in an event such as a soccer game conducted in the real space on a player avatar (specifically, a 3D model), an actual game can be reproduced.
[0004] In Patent Document 1, a motion capture technique is known in which human skeleton positions (specifically, a plurality of points corresponding to each part of the body such as the head, torso, and limbs) are extracted from a captured image and the change in the skeleton positions is recorded as human movements, and it is disclosed that a reproduction of an actual game is performed in a virtual space by moving a player avatar in the virtual space based on the motion data extracted from the captured image.
[0005] Japanese Unexamined Patent Application Publication No. 2024 - 113802
[0006] However, in the technology of applying motion data obtained by capturing actual movements to a player avatar, it is possible to provide a user with a reproduction of an actual game, but it is not possible to provide the user with a play that did not actually occur.
[0007] Therefore, this disclosure proposes an information processing system, an information processing method, and a program that can further improve the user experience.
[0008] According to this disclosure, an information processing system is provided which includes a control unit that determines branching points for branching the flow of gameplay based on the time-series motion data of players participating in an event, and generates modified data that changes the player's actions from the actual actions, starting from the branching points.
[0009] Furthermore, this disclosure provides an information processing method in which a processor determines branching points that cause the flow of gameplay to branch in the time-series motion data of a player participating in an event, and generates modified data that changes the player's actions from the actual actions, starting from the branching points.
[0010] Furthermore, this disclosure provides a program that causes a computer to function as a control unit, which determines branching points in the time-series motion data of players participating in an event to branch the flow of gameplay, and generates modified data that changes the player's actions from their actual actions, starting from the branching points.
[0011] This figure shows the overall configuration of an information processing system 1 according to one embodiment of the present disclosure. This is a block diagram showing an example of the configuration of a generation server 20 according to this embodiment. This figure is for explaining the modification of the action of a candidate scene according to this embodiment. This figure is for explaining other movements that change due to the effect of the action modification according to this embodiment. This is a block diagram showing an example of the configuration of a user terminal 30 according to this embodiment. This is a sequence diagram showing an example of the flow of the What IF scenario generation process by the information processing system 1 of this embodiment. This is a sequence diagram showing an example of the flow of the temporary motion data generation process based on the What IF scenario by the information processing system 1 of this embodiment. This figure shows an example of a candidate scene selection screen for generating a What IF scenario according to this embodiment. This figure shows an example of a candidate scene playback screen according to this embodiment. This figure shows an example of a change input screen for a candidate scene. This figure shows an example of a change input screen for a candidate scene. This figure shows an example of a waiting screen according to this embodiment. This figure shows an example of a temporary play reproduction screen according to this embodiment. This figure is for explaining an example of a simple UI for inputting change content according to this embodiment. This figure is for explaining another example of a simple UI for inputting change content according to this embodiment. This figure is for explaining an example of a temporary play playback screen according to this embodiment. This figure is for explaining the case where What IF content is viewed in an AR environment according to this embodiment. This figure illustrates the viewing of What IF content in the metaverse space according to this embodiment. This is a block diagram showing an example of the hardware configuration of an information processing device 900 according to one embodiment of the present disclosure.
[0012] Preferred embodiments of this disclosure will be described in detail below with reference to the attached drawings. In this specification and the drawings, components having substantially the same functional configuration are denoted by the same reference numerals, and redundant descriptions will be omitted.
[0013] Furthermore, the explanation will be given in the following order: 1. Configuration 1-1. System Configuration 1-2. Configuration of Generation Server 20 1-3. Configuration of User Terminal 30 2. Operation Processing 3. Display Screen Examples 3-1. Selection and Playback of Candidate Scenes 3-2. Input of Changes 3-3. Reproduction of a Temporary Play 3-4. Simple Setup UI 4. Application Examples 4-1. Variations during Temporary Playback 4-2. Viewing Variations 4-3. Others 5. Hardware Configuration 6. Supplementary Information
[0014] <1. Configuration> <<1-1. System Configuration>> Figure 1 is a diagram showing the overall configuration of an information processing system 1 according to one embodiment of the present disclosure. The information processing system 1 according to this embodiment includes a distribution server 10, a generation server 20, a database server 25, and user terminals 30 (30a to 30n).
[0015] The distribution server 10 receives motion data from the motion capture system, which is information about the movements of players participating in events such as matches held at sports stadiums, etc., and equipment used in the matches (such as balls), and constructs a fan-oriented distribution system that distributes this motion data to user terminals 30 that are connected to the communication.
[0016] The motion capture system is a system that uses multiple cameras installed at event venues such as sports stadiums to capture images of the movements of players and the ball, analyzes the captured images to extract bone data (time-series information of the skeletal position of each player; time-series information of the ball's position may also be included), and transmits it to the distribution server 10. Bone data is an example of motion data. In addition to the motion data, the motion capture system also sends player information, score information (time information of when a goal was scored, etc. The time information is assumed to be the elapsed time since the start of the match), and match information (date and time of the match, location information, opposing team information, match result, etc.) as metadata attached to the motion data to the distribution server 10. The distribution server 10 transmits the motion data and metadata to the user terminal 30.
[0017] The user terminal 30 can generate and provide 3D animation content that recreates events such as matches by applying motion data received from the distribution server 10 to a 3D model of the player avatar. More specifically, the user terminal 30 may construct a 3D soccer stadium (an example of a virtual space) based on information of various objects received from the distribution server 10 and place the player avatar there. This makes it possible to recreate an actual match in a virtual stadium. Information for constructing the virtual space (data of various objects such as the soccer stadium and player avatars) can be obtained in advance by the user terminal 30 from the distribution server 10, etc. The user terminal 30 is an information processing terminal used when a user views the virtual space. The user terminal 30 can be implemented as, for example, a smartphone, a tablet terminal, a PC (personal computer), an HMD (Head-mounted Display) that covers the entire field of view, a glasses-type display device, or a projector.
[0018] In this embodiment, as an example, motion data is transmitted from the distribution server 10 to the user terminal 30, and the user terminal 30 controls the virtual space. However, this disclosure is not limited to this. For example, the distribution server 10 may control the virtual space, generate video of the virtual space from the user's perspective, and distribute it to each user terminal 30.
[0019] While a system that distributes motion data sensed from actual matches can reproduce actual matches, it cannot reproduce hypothetical plays that did not actually occur (hereinafter referred to as "hypothetical plays").
[0020] Therefore, this disclosure generates hypothetical motion data to recreate hypothetical plays that did not actually occur, and by recreating these hypothetical plays, users can enjoy watching the match more and further improve the user experience.
[0021] In the example shown in Figure 1, the generation server 20 generates a hypothetical play scenario, the "What IF Scenario," which branches off from a certain point in the motion data sensed from an actual match, and generates temporary motion data based on this. The generated temporary motion data is transmitted from the generation server 20 to the user terminal 30, and the user terminal 30 can reproduce the hypothetical play (fictional play) by reflecting the temporary motion data on the player avatar. When generating temporary motion data according to the What IF Scenario, the generation server 20 obtains individual motion data, which is information indicating individual movements such as shooting and passing (e.g., bone data), from the database server 25, and generates temporary motion data using the individual motion data.
[0022] The outline of the information processing system 1 according to this embodiment has been described above. Next, the configuration of the generation server 20 and user terminal 30 included in the information processing system 1 according to this embodiment will be described.
[0023] <<1-2. Configuration of the Generation Server 20>> Figure 2 is a block diagram showing an example of the configuration of the generation server 20 according to this embodiment. As shown in Figure 2, the generation server 20 includes a communication unit 210, a control unit 220, and a storage unit 230.
[0024] (Communication Unit 210) The communication unit 210 has a transmitting unit that transmits data to an external device and a receiving unit that receives data from an external device. The communication unit 210 according to this embodiment communicates with an external device or the Internet using, for example, a wired / wireless LAN (Local Area Network), Wi-Fi®, Bluetooth®, a mobile communication network, etc.
[0025] For example, the communication unit 210 receives motion data and metadata from the distribution server 10. The communication unit 210 also sends the generated temporary motion data (an example of modified data) to the user terminal 30.
[0026] (Control Unit 220) The control unit 220 functions as an arithmetic processing unit and control unit, and controls the overall operation within the generation server 20 according to various programs. The control unit 220 is implemented by electronic circuits such as a CPU (Central Processing Unit) or a microprocessor. The control unit 220 may also include a ROM (Read Only Memory) for storing programs and calculation parameters to be used, and a RAM (Random Access Memory) for temporarily storing parameters that change as needed.
[0027] Furthermore, the control unit 220 also functions as an information acquisition unit 221, a scenario generation unit 222, a motion data generation unit 223, and a playback control unit 224.
[0028] The information acquisition unit 221 acquires various types of information from external devices via the communication unit 210. Specifically, the information acquisition unit 221 acquires motion data (time-series data) of players and the ball in actual matches, as well as metadata including player information and score information, from the information received from the distribution server 10. The information acquisition unit 221 also acquires individual motion data for generating temporary motion data from the information received from the database server 25. Furthermore, the information acquisition unit 221 acquires user operation information from the information received from the user terminal 30.
[0029] The scenario generation unit 222 generates a "What IF scenario," which is a scenario for generating provisional motion data. The What IF scenario is an example of modified data that changes the actions of at least one player in an actual match, and is described chronologically in text format. For example, the What IF scenario consists of information about the target player, the content of the action taken by that player (type of action, speed, direction, duration, etc.), and the time (elapsed time from the start of the match).
[0030] The What IF scenario generation process will be explained in more detail. First, the scenario generation unit 222 extracts candidate scenes, which are scenes of a certain duration that are candidates for generating a What IF scenario, from the motion data of a specific match (for example, a match selected by the user or operator). Candidate scenes include, for example, scenes lasting several tens of seconds in length where it is assumed that the user (a fan of the team) is not satisfied with the actual result, such as a scene where a shot is missed or a scene where the opposing team scores a goal, by referring to the metadata attached to the motion data.
[0031] The extracted candidate scenes are presented to the user or operator. Specifically, the playback control unit 224 controls the user terminal 30 to play the candidate scenes. The playback control unit 224 may also transmit the motion data of the candidate scenes to the user terminal 30 and have the user terminal 30 reflect this motion data on the player avatar. The playback control unit 224 may also transmit the start timing of the candidate scenes (information on the elapsed time from the start of the match) and the duration information of the candidate scenes (e.g., 20 seconds) to the user terminal 30, and the user terminal 30 may control the playback of the corresponding candidate scenes based on this time information from motion data it has acquired in advance. Furthermore, the scenario generation unit 222 may extract multiple candidate scenes, and multiple candidate scenes may be presented to the user or operator.
[0032] Next, the scenario generation unit 222 generates a What IF scenario according to the information on the change in action for the candidate scene, which is input by the user or operator. Figure 3 is a diagram illustrating the change in action for a candidate scene according to this embodiment. Image i1 in the upper part of Figure 3 shows a simplified example of an action in an actual match. As shown in image i1, in an actual match, player P1 takes a shot, but it is blocked by the goalkeeper (player P5). In response, the user inputs a change in action, as shown in image i2 in the lower part of Figure 3, in which player P1 passes to teammate player P2. In this case, the scenario generation unit 222 writes a script as a What IF scenario indicating that player P1 takes the action of passing to player P2. Such a What IF scenario is written starting from the timing before player P1 takes the shot in the motion data.
[0033] The scenario generation unit 222 determines a branching point in the flow of gameplay at the timing before a predetermined action is actually performed by a key player in a candidate scene extracted from the time-series motion data. This branching point becomes the starting point of the What IF scenario. The branching point may be specified by the user, or it may be set automatically by the scenario generation unit 222.
[0034] Next, the scenario generation unit 222 describes other movements that change as a result of the change in such actions as What IF scenarios. These other movements may be estimated according to certain rules prepared in advance, estimated based on algorithms obtained by machine learning, or manually entered by an operator.
[0035] Figure 4 is a diagram illustrating other movements that change as a result of the action change according to this embodiment. As described above, for example, if player P1's action is changed from shooting to passing to player P2, the scenario generation unit 222 estimates that player P2, who receives the pass, will shoot towards the goal, as shown in image i3 in the upper part of Figure 4. In this embodiment, the scenario generation unit 222 does not endlessly assume other changing movements, but rather determines them according to certain rules and algorithms as described above. More specifically, the scenario generation unit 222 uses an algorithm or the like to estimate that player P2, who receives the pass, will shoot at Y km / h in the direction of entering the goalpost, passing within X degrees of the pass and at the position furthest from the goalkeeper (player P5), and describes this as a What IF scenario.
[0036] Next, the scenario generation unit 222, in response to secondary changes based on actions modified by the user, etc. (in this case, changes in player P2's actions), further estimates the movements of other players according to certain rules and algorithms. For example, as shown in image i4 in the lower part of Figure 4, the scenario generation unit 222 estimates the movement of the goalkeeper (player P5) to move (jump sideways) to stop player P2's shot. More specifically, the scenario generation unit 222 estimates the movement of the goalkeeper (player P5) to jump sideways at a speed of Z km / h to stop the shot, corresponding to the new shot course, and describes it as a What IF scenario.
[0037] The scenario generation unit 222 may randomly determine whether the goal is successful or not based on the modified action, or it may determine it based on a combination of certain rules or algorithms. In the example above, the scenario generation unit 222 may calculate whether the goalkeeper (player P5) was able to reach the ball before the goal based on the timing, direction, and speed (Y km / h) of the shot by player P2, and the timing of the goalkeeper's (player P5) jump to stop the shot at a speed of Z km / h relative to the shot course.
[0038] In this way, the scenario generation unit 222 generates a What IF scenario that describes how the match content will change based on input from the user or the like. As a first step, the scenario generation unit 222 can reduce the processing load compared to using, for example, motion-based simulation by generating the changed match content in text format.
[0039] The motion data generation unit 223 generates What IF motion data (also referred to as provisional motion data) based on the What IF scenario generated by the scenario generation unit 222. In other words, as the second step, the motion data generation unit 223 generates data to reproduce the changed match content.
[0040] The motion data generation unit 223 generates a list of individual motions necessary for generating provisional motion data based on the What IF scenario, and searches for individual motions from the database server 25 according to the motion list.
[0041] More specifically, for example, the motion data generation unit 223 lists the required individual motion types (e.g., shot, pass, etc.), the required duration of each individual motion, and the orientation of each individual motion, in accordance with the time series of the What IF scenario, and searches for them in the database server 25. In this embodiment, the database server 25 is assumed to store motion language models that have been learned by associating individual motion data (e.g., bone animation) with descriptive texts for each individual motion. The learned data uses motion data from past matches that has been stored. When searching using the motion language model, the motion data generation unit 223 can obtain individual motions that better match the conditions by specifying several additional pieces of information (such as the length of the motion and the orientation of the motion; also referred to as search information).
[0042] The motion data generation unit 223 can generate temporary motion data by connecting the acquired individual motions in accordance with the time series of the What IF scenario.
[0043] Also, in generating the provisional motion data, the motion data generation unit 223 performs interpolation between individual motions, adjusts the speed and direction of each individual motion, etc., so that each individual motion is seamlessly connected. At the start and end of each individual motion, the poses are different. If the individual motions are switched in time series as they are, a sense of discomfort will occur at the time of switching. Also, in individual motions accompanied by movement such as walking or running, if the playback speed and movement direction are not adjusted, the stride and movement distance may not match. For example, in the case of an individual motion of kicking a ball, if the playback speed of the individual motion of kicking and the adjustment of the body and kicking direction are not adjusted according to the ball, a sense of discomfort will occur between the motion and its result. Therefore, the motion data generation unit 223 appropriately performs interpolation between individual motions, speed adjustment, etc., so that the provisional motion data has a more natural movement.
[0044] For example, as interpolation between individual motions, the motion data generation unit 223 applies a transition by quaternion to the movements at the end and start of each individual motion. Also, as adjustment of an individual motion accompanied by movement, the motion data generation unit 223, for example, calculates the movement speed of the original motion, and adjusts the playback speed of the target individual motion according to the ratio between the calculated movement speed and the movement speed described in the What If scenario.
[0045] The method for generating motion data by the motion data generation unit 223 described above is an example, and the present embodiment is not limited to this.
[0046] The playback control unit 224 performs control to play a provisional play (a play changed from an actual game) based on the generated provisional motion data. For example, the playback control unit 224 may transmit the provisional motion data to the user terminal 30 and instruct the user terminal 30 to play the provisional play. In the user terminal 30, by applying the provisional motion data to a player avatar in the virtual space, etc., the provisional play can be reproduced in the virtual space.
[0047] (Memory Unit 230) The memory unit 230 is realized by a ROM that stores programs, arithmetic parameters, etc. used in the processing of the control unit 220, and a RAM that temporarily stores parameters that change as appropriate.
[0048] As described above, the configuration of the generation server 20 has been specifically described, but the configuration of the generation server 20 according to the present disclosure is not limited to the example shown in FIG. 2. For example, the generation server 20 may be realized by a plurality of devices. Also, the generation server 20 may be integrated with the distribution server 10. Further, the generation server 20 may have a configuration including a database server 25.
[0049] <<1-3. Configuration of User Terminal 30>> FIG. 5 is a block diagram showing an example of the configuration of the user terminal 30 according to the present embodiment. As shown in FIG. 5, the user terminal 30 includes a communication unit 310, an operation display unit 320, a control unit 330, a memory unit 340, an audio input unit 350, and an audio output unit 360.
[0050] (Communication Unit 310) The communication unit 310 has a transmission unit that transmits data to an external device and a reception unit that receives data from an external device. The communication unit 310 according to the present embodiment may communicate and connect with an external device or the Internet using, for example, a wired or wireless LAN, Wi-Fi, Bluetooth, a mobile communication network, etc.
[0051] For example, the communication unit 310 transmits user operation information to the generation server 20. Also, the communication unit 310 receives motion data from the distribution server 10 or the generation server 20.
[0052] (Operation Display Unit 320) The operation display unit 320 has the function of an operation unit that accepts operation input from the user and the function of a display unit that displays various screens. For example, the operation display unit 320 may be implemented by a touch panel display. Alternatively, the operation unit function and the display unit function may be provided separately, or an operation unit or display unit may be provided separately from the operation display unit 320. The operation unit can be implemented by, for example, a touch sensor, switch, button, mouse, keyboard, etc. The display unit can be implemented by, for example, a display panel such as a liquid crystal display (LCD) or an organic EL (Electro Luminescence) display. The display unit may also be formed to cover the user's field of view. Operation input from the user may be performed by gestures obtained by sensing the user's hand movements, or by a remote controller that the user grasps and operates. Operation input by gesture can be recognized by, for example, a camera (not shown) and image analysis. Information on operation input from the remote controller is received by the communication unit 310.
[0053] (Control Unit 330) The control unit 330 functions as an arithmetic processing unit and control unit, and controls the overall operation within the user terminal 30 according to various programs. The control unit 330 is implemented by an electronic circuit such as a CPU or microprocessor. The control unit 330 may also include a ROM for storing programs and calculation parameters to be used, and a RAM for temporarily storing parameters that change as needed.
[0054] Furthermore, the control unit 330 generates a user-perspective image in the virtual space and controls its display on the operation display unit 320. More specifically, the control unit 330 may generate an image of the virtual space by reflecting motion data received from the distribution server 10 or generation server 20 onto the player avatar in the virtual space and controls its display on the operation display unit 320. The control unit 330 may also control the communication unit 310 to transmit user operation information input from the operation display unit 320 to the distribution server 10 or generation server 20 as appropriate.
[0055] (Storage Unit 340) The storage unit 340 is implemented by a ROM that stores programs and calculation parameters used in the processing of the control unit 330, and a RAM that temporarily stores parameters that change as needed.
[0056] (Voice input unit 350 and voice output unit 360) The voice input unit 350 collects the user's voice and outputs the voice data to the control unit 330. The voice output unit 360 reproduces the voice signal according to the control of the control unit 330. The voice input unit 350 may be implemented by a microphone provided on the user terminal 30. The voice output unit 360 may be implemented by, for example, a speaker, earphones, headphones, etc.
[0057] Although the configuration of the user terminal 30 has been described in detail above, the configuration of the user terminal 30 according to this disclosure is not limited to the example shown in Figure 5. For example, the user terminal 30 does not necessarily have to have all the configurations shown in Figure 5. Also, the user terminal 30 may be implemented by multiple devices.
[0058] <2. Operation Processing> Figure 6 is a sequence diagram showing an example of the flow of the What IF scenario generation process by the information processing system 1 of this embodiment.
[0059] As shown in Figure 6, first, the generation server 20 extracts candidate scenes from the motion data of the target match (step S103) and sends the information of the candidate scenes to the user terminal 30 (step S106). Next, the user terminal 30 plays back the candidate scenes (specifically, by applying the motion data of the candidate scenes to the player avatar in the virtual space) (step S109).
[0060] Here, as an example, we assume that the generation server 20 extracts candidate scenes and presents them to the user, but this embodiment is not limited to this. The extraction of candidate scenes may be performed automatically by the generation server 20, or it may be performed manually by an operator or user.
[0061] Several patterns for extracting candidate scenes will be described. For example, the generation server 20 may extract failure scenes caused by a predetermined player's action from the motion data as candidate scenes. In extracting candidate scenes, score information included in the metadata attached to the motion data may also be used.
[0062] More specifically, for example, the generation server 20 searches for a shooting pose in the motion data to identify the timing of the shot, and then, by referring to the scoring information, extracts scenes in which a shot was made but no goal was scored immediately afterward (i.e., scenes of missed shots), and designates these as candidate scenes.
[0063] Furthermore, immediately after a dramatic failure scene, the player often performs actions of disappointment such as collapsing or hanging their head, while immediately after an emotional scene, the player often performs actions of joy such as jumping up or striking a pose. Therefore, the generation server 20 may extract such emotional actions from the motion data and extract scenes containing actions (such as shooting or blocking) that occurred before those emotional actions as candidate scenes. Data on shooting poses and emotional actions can be appropriately obtained from the database server 25.
[0064] Furthermore, the generation server 20 may extract scenes that are presumed to be of interest to the user as candidate scenes, based on the user's viewing habits (for example, sections that are frequently replayed) and the history of manual candidate scene extraction by the user. The extraction of candidate scenes may be based on the individual user's preferences, on preferences corresponding to user attributes, or on the average preferences of all users.
[0065] For manual extraction of candidate scenes by the operator (i.e., the management side), the operator can specify any scene, such as a scene of special gameplay or a scene they want to discuss. Although not shown in Figure 1, the operator can perform operations such as extracting candidate scenes using an operator terminal that communicates with the distribution server 10 and the generation server 20.
[0066] For manual extraction of candidate scenes by the user, for example, the user could specify a scene while viewing a recreation of the target match using player avatars on the user terminal 30. Alternatively, the user could input the type of play they want to see and the names of the players, and then specify a candidate scene from the scenes searched from the motion data. For example, the user could operate the user terminal 30 to search for a corner kick by a certain player in the target match and then specify a candidate scene from the search results.
[0067] The above provides a detailed explanation of how candidate scenes are extracted.
[0068] Next, the user inputs changes to the candidate scene on the user terminal 30 (step S112). Specifically, changes to the candidate scene refer to changes to the actions in the candidate scene. Details of inputting changes will be described later.
[0069] Next, the user terminal 30 sends information about the changes to the generation server 20 (step S115).
[0070] Then, the generation server 20 generates a What IF scenario for the candidate scene based on the information of these changes (step S118). After generating the What IF scenario in text format, the generation server 20 generates temporary motion data.
[0071] Figure 7 is a sequence diagram showing an example of the process flow for generating provisional motion data based on a What IF scenario by the information processing system 1 of this embodiment.
[0072] As shown in Figure 7, first, the generation server 20 lists the necessary individual motions based on the What IF scenario (step S121).
[0073] Next, the generation server 20 retrieves the listed individual motions from the database server 25. Specifically, the generation server 20 sends search information (a description of the required individual motions) to the database server 25 (step S124), the database server 25 performs a search for individual motions (step S127), and the search results include information on the individual motions (specifically, bone animations, for example) which are then sent (step S130). The database server 25 may also generate information on the individual motions corresponding to the request using an action language model in response to a request for individual motions from the generation server 20, and send it to the generation server 20.
[0074] Next, the generation server 20 uses the What IF scenario and the individual motion information obtained from the database server 25 to generate temporary motion data in which the player's actions have been changed (step S133).
[0075] Furthermore, the generation server 20 may, if necessary, perform adjustments between individual motions in the temporary motion data (step S136).
[0076] Next, the generation server 20 sends the generated temporary motion data to the user terminal 30 (step S139).
[0077] Then, the user terminal 30 applies the received temporary motion data to the player avatar to play a temporary gameplay (step S142).
[0078] The process for generating What IF scenarios and provisional motion data according to this embodiment has been described above. Note that the motion processing shown in Figures 6 and 7 is just an example, and this embodiment is not limited to this. Also, not all of the processes shown in Figures 6 and 7 have to be performed in the order shown in Figures 6 and 7.
[0079] <3. Example of Display Screen> Next, we will explain the UI (User Interface) displayed on the operation display unit 320 of the user terminal 30 during What IF scenario generation. The various screens displayed on the user terminal 30 may be generated by the generation server 20, or they may be generated by an application running on the user terminal 30.
[0080] <<3-1. Selection and Playback of Candidate Scenes>> Figure 8 shows an example of a candidate scene selection screen for generating a What IF scenario according to this embodiment. The operation display unit 320 of the user terminal 30 displays the candidate scene selection screen 400 as shown in Figure 8. As described above, various methods for extracting candidate scenes are possible, but here we will explain, as an example, the case in which the user selects from multiple candidate scenes (for example, a missed goal scene) automatically extracted by the system (specifically, the generation server 20). In addition, before automatic extraction, the user can also specify the target match (for example, the most recent month, etc.) and the target players, etc.
[0081] The multiple candidate scenes presented on the candidate scene selection screen 400 are all scenes of missed goals. Here, we assume the user is a fan of Team AA, and we want to generate a What IF scenario for that fan. Scenes where a Team AA player misses a goal are likely to be desired by the user to see an IF (what if the action was changed) scenario, and are therefore listed as options.
[0082] The candidate scene selection screen 400 displays a start button for each candidate scene to begin generating the What IF scenario. When the user taps any of the start buttons, they are taken to the What IF scenario generation screen. On the What IF scenario generation screen, the candidate scene (original) can be played and changes to the actions can be entered.
[0083] Figure 9 shows an example of a playback screen for candidate scenes according to this embodiment. As shown in Figure 9, the playback screen 410 displayed on the operation display unit 320 allows playback of candidate scenes, i.e., the original scene before the action change. After viewing a candidate scene, the user may return to the candidate scene selection screen 400 and select another candidate scene.
[0084] <<3-2. Inputting Changes>> Figures 10 and 11 show examples of change input screens for candidate scenes. The operation display unit 320 of the user terminal 30 displays a change input screen 420 as shown in Figure 10.
[0085] In the change input screen 420 of Figure 10, a candidate scene (original scene) is played, and the user can specify the starting point (i.e., branching point) of the What IF scenario. For example, the movements of a key player (in this case, player P10) in the candidate scene are displayed step by step every few seconds until a predetermined action (e.g., a shot) is performed, and the user can select at what stage to change the player's behavior. In the change input screen 420, icons j1 to j3 are displayed at each position of player P10 as it is displayed step by step. By selecting any icon j, the user can specify the timing to change player P10's behavior, i.e., the starting point (branching point) of the What IF scenario.
[0086] When a user selects any icon j, a list of action options to change is displayed on the screen. In this embodiment, we assume that the user selects icon j2 on the change input screen 420. In this case, as shown in the change input screen 430 in Figure 11, the action options k1 (dribble), k2 (pass), and k3 (shoot) are displayed. The user can select any option k by tapping it. The action options may be prepared in advance by the generation server 20, or they may be automatically presented based on user preference statistics (individual or overall).
[0087] On the change input screen 430, the user may be able to intuitively input more detailed changes. For example, the direction of dribbling may be specified by moving the arrow indicating the direction of dribbling with a touch operation. Alternatively, the dribbling speed may be intuitively adjusted by changing the thickness of the arrow by double-tapping or long-pressing the arrow indicating the direction of dribbling. Furthermore, the shooting course may be adjusted by tapping and moving the shooting icon (option k3). Similarly, the destination of the pass may be adjusted by tapping and moving the pass icon (option k2). Restrictions may be placed on the adjustment of direction and speed.
[0088] Furthermore, while the action options are automatically displayed on the change input screen 430, the system is not limited to this; users may also be allowed to select any action from an action list and add it to the screen.
[0089] In the input of the changes described above, the user selects and specifies the starting point (i.e., branching point) of the What IF scenario from several presented timings. However, the system is not limited to this; the user may freely specify the player and timing for which the action will be changed. Furthermore, the user may specify the action to be changed for multiple players. In addition, the user may specify multiple action changes. For example, the user can specify a series of actions for a particular player, such as dribbling followed by shooting.
[0090] Furthermore, user input of changes may be done via voice input. For example, if a user says "Pass to XX!" or "Shoot to the upper right!" while viewing a candidate scene, the user terminal 30 may detect the user's voice and acquire it as input for specifying the starting point of the What IF scenario and the changes to the action.
[0091] <<3-3. Recreating a Temporary Play>> As described above, in response to the user's input of changes, the generation server 20 generates a What IF scenario and then generates motion data based on the What IF scenario. If generating the What IF scenario and motion data takes some time, a waiting screen is displayed on the user terminal 30.
[0092] Figure 12 shows an example of a waiting screen according to this embodiment. The operation display unit 320 of the user terminal 30 displays a waiting screen 440 as shown in Figure 12. The waiting screen 440 includes a progress bar, allowing the user to wait for completion while watching the progress.
[0093] Figure 13 shows an example of a screen reproducing a hypothetical gameplay according to this embodiment. The user terminal 30 reflects the hypothetical motion data received from the generation server 20 onto the player avatar (3D model), and can reproduce a hypothetical gameplay in the virtual space (generation of 3D animation content). As shown in Figure 13, in the reproduction screen 450, the user changes the action of player P10 to a pass to player P11, and as a secondary change, player P11 takes a shot, and the goalkeeper (player P15) jumps in, reproducing an hypothetical gameplay scenario.
[0094] <<3-4. Simplified Settings UI>> The UI described with reference to Figures 10 and 11 is a detailed settings screen in which the user can select actions and input dribbling direction and shooting trajectory, etc. However, this embodiment is not limited to this, and a simpler UI may be used.
[0095] For example, if a user taps the screen at any time during playback of a candidate scene, the generation server 20 automatically generates a What IF scenario from that point or a nearby starting point, and a hypothetical play is reproduced. The changes may be determined randomly by the generation server 20, or they may be determined based on user preference statistics (individual or overall).
[0096] Furthermore, the simplified configuration UI is not limited to the examples described above. A detailed explanation follows with reference to Figures 14 and 15.
[0097] Figure 14 is a diagram illustrating an example of a simplified UI for inputting changes according to this embodiment. As shown in Figure 14, on the change input screen 460, while a candidate scene is playing, the scene pauses at the starting point of the What IF scenario determined by the generation server 20 (for example, when player P20 receives a pass near the goal), and action selection icons 461 and 462 are displayed. When the user taps any icon, the generation server 20 generates a What IF scenario based on the action selected by the user.
[0098] Furthermore, after the user taps any icon, they can also input details about the action. Figure 15 illustrates another example of a simplified UI for inputting changes according to this embodiment. As shown in Figure 15, on the change input screen 470, when the action selection icon 462 is selected, the shoot course can be specified by swiping.
[0099] After the changes are entered, the generation server 20 generates a What IF scenario and temporary motion data, and a temporary play can be played on the user terminal 30. Figure 16 shows an example of the temporary play playback screen according to this embodiment. As shown in Figure 16, the temporary play playback screen 480 is displayed on the operation display unit 320, and a temporary play with the change action selected by the user is played.
[0100] As explained above, there are various possible methods for inputting changes to candidate scenes for generating What IF scenarios.
[0101] <4. Application Examples> <<4-1. Variations during Provisional Playback>> The information processing system 1 according to this embodiment can provide various new effects and viewing experiences by changing the 3D models and textures applied to provisional playback based on a What IF scenario.
[0102] For example, during normal playback, realistic content is generated using 3D models and textures (graphic assets representing uniforms and jersey numbers) tailored to each player, but during hypothetical gameplay playback, the 3D models of these players may be changed.
[0103] For example, one possibility is to transform the player into a character from content IP (Intellectual Property). It's possible to change the player's 3D model into a character from the user's favorite anime or game, and even add character-like elements to the player's movements.
[0104] Another approach is to transform the player into a user avatar. This allows for an immersive viewing experience, making it feel as if the user is actually playing the game.
[0105] Another feature is the ability to change the player to other famous players. For example, it's possible to change the player to a 3D model of the user's favorite player.
[0106] Furthermore, the information processing system 1 can provide new content by changing the 3D model of the environment, such as the stadium and the ball.
[0107] For example, by changing the texture, size, physical parameters, and shape of the ball, it is possible to provide users with a hypothetical gameplay experience that would be difficult to achieve in reality.
[0108] Examples of 3D environmental models include sports equipment such as goals. Information processing system 1 can provide users with hypothetical gameplay that would be difficult to realize in reality by changing the size of the goals or the shape of hitting equipment such as bats and rackets.
[0109] Furthermore, the field's material can be considered as part of the 3D model of the environment. Information processing system 1 can change the way the ball bounces in a hypothetical game by changing the field's material from realistic grass to a hard, metal-plate-like material. In addition, information processing system 1 can change the ground corresponding to the field to a transparent glass plate, allowing the hypothetical game to be viewed from below the ground.
[0110] Furthermore, the information processing system 1 may change the overall worldview when replaying a hypothetical game. For example, the information processing system 1 can provide a hypothetical game that would be difficult to realize in reality by making the stadium and surrounding environment look like outer space, or by changing the gravity to a lower value.
[0111] Furthermore, the information processing system 1 may also change the motion in accordance with changes to the player's 3D model. For example, if the player's 3D model is changed to a character from the content IP, the information processing system 1 may incorporate the character's signature pose or add effects to the motion. The character's signature pose and other motions may be prepared in advance and linked during generation, or they may be dynamically generated by the generation AI.
[0112] Furthermore, the information processing system 1 can also change its motion in response to changes in the 3D model of the environment. For example, when changing the 3D model of a soccer ball to a 3D model of a rugby ball, it is conceivable that the ball's behavior would be changed (such as adding randomness to the direction of bouncing), and the coefficient of restitution and friction would be changed. These changes in motion may be achieved using pre-prepared information, generated by a generative AI, or by changing the parameters of the physics engine during a hypothetical play-by-play.
[0113] <<4-2. Viewing Variations>> Viewing variations using the user terminal 30 will be explained. The user terminal 30 used to view the video of the hypothetical game can be a smartphone, transparent or non-transparent HMD, PC, projector, etc., and the following are some possible viewing variations.
[0114] The user can view a simulated gameplay video (What IF content) displayed on a user terminal 30, such as a smartphone, HMD, PC, or projector, from a third-person perspective.
[0115] Furthermore, the user can also view the What IF content as VR (Virtual Reality) content using an opaque HMD that covers the entire field of view as the user terminal 30. In this case, the information processing system 1 may provide player-perspective video. The user can experience a simulated gameplay experience with an immersive viewpoint as if they were the player. In addition, while experiencing the gameplay of a candidate scene from the player's perspective, the user can make action selections, etc., using a controller held in their hand at branching points that branch the flow of gameplay. Since VR content allows for 360-degree viewing of the surroundings, the user can observe their surroundings from the player's perspective and make action selections, etc.
[0116] Furthermore, users can use a smartphone or HMD as their user terminal 30 to view What IF content as AR (Augmented Reality) content, which overlays virtual images onto the real world, or as MR (Mixed Reality) content, which merges the real world and the virtual world.
[0117] Figure 17 illustrates how What IF content according to this embodiment can be viewed in an AR environment. As shown in Figure 17, for example, when a user is actually in a stadium, the video of the field (real-time video of the real space) captured by the camera of the user terminal 30 is displayed on the operation display unit 320, a player avatar is superimposed on it, and a hypothetical game is reproduced, allowing the user to enjoy watching What IF content even on-site. For example, a user can watch a match on-site, and during halftime or before the start of the match, they can display the real field on the user terminal 30 and watch What IF content from past matches. By using AR, What IF content can be viewed with a sense of realism as if it were actually taking place on the field. Furthermore, for operation input for generating What IF scenarios, actions can be intuitively selected by tapping or dragging on the operation display unit 320, which displays the player avatar superimposed on the video of the actual field.
[0118] Furthermore, a concrete example of viewing WhatIF content in an MR environment is when a user is wearing glasses-type display devices and watching a soccer match on television. In this scenario, virtual images of the field and player avatars are displayed in a fixed position on a table between the user and the television, allowing the user to enjoy generating and viewing WhatIF content while watching the match on television.
[0119] Furthermore, What IF content may be presented within a metaverse space where multiple users can communicate. Users can enjoy viewing What IF content within the metaverse space together with other users. Figure 18 is a diagram illustrating the viewing of What IF content within the metaverse space according to this embodiment. In the virtual space image 500 of Figure 18, the user's avatar V1 and the friends' avatars V2 and V3 are positioned near the goal as spectators. The viewpoint is a third-person perspective, but it could also be an overhead view, an avatar's perspective, etc. In addition, a text chat 520 is displayed in the virtual space image 500. Users can view What IF content created by one of the users while communicating with other users.
[0120] Furthermore, What IF content can also be used as team training content. For example, What IF content can be used to coach a team as a strategic simulation. Specifically, it can be used as a practical simulation to verify hypothetical plays that could not be done during an actual match and to create a mental image of the players. It is envisioned that the coach will operate the generation of What IF content as a user, and that multiple people, including the team's players, will view it. In this case, viewing on a television monitor, viewing during an online meeting, or viewing using tabletop AR (an AR method in which a virtual image is superimposed on a table in real space while the user wears an HMD) are all possible options.
[0121] <<4-3. Others>> In the example described above, temporary motion data is generated based on the generated What IF scenario after the What IF scenario is generated. However, this embodiment is not limited to this, and the What IF scenario may be presented to the user before the temporary motion data is generated, allowing the user to modify the What IF scenario. The What IF scenario also describes secondary changes that occur in response to actions changed by the user. The user can check the subsequent game development based on the actions they changed in text, and if they want to change the development, they can modify it as they wish, such as changing the initial action again. Because the modification is text-based, the processing load may be reduced compared to modifying motion data. In addition, the convenience of What IF content generation is further improved by allowing the user to modify it before the motion data is generated.
[0122] Furthermore, in the example described above, the What IF scenario is generated on the generation server 20, but this is not limited to this; the What IF scenario may also be generated on the user terminal 30. For example, the What IF scenario generation process shown in step S118 of Figure 6 may be performed on the user terminal 30, and the What IF scenario information may be transmitted from the user terminal 30 to the generation server 20. In addition, provisional motion data based on the What IF scenario may also be generated on the user terminal 30.
[0123] Furthermore, the generation server 20 may save the What IF scenario or temporary motion data generated by the user's input changes, associating it with the user's identification information, and may share such What IF scenario or temporary motion data with other users. When shared with other users, the name of the creating user (such as a pre-set nickname) may be displayed.
[0124] <5. Hardware Configuration> An embodiment of the present disclosure has been described above. Next, with reference to Figure 19, an example of a hardware configuration used in the generation server 20 or user terminal 30 according to an embodiment of the present disclosure will be described.
[0125] Figure 19 is a block diagram showing an example of the hardware configuration of an information processing device 900 according to one embodiment of the present disclosure. The information processing device 900 is an example of a hardware configuration applied to the generation server 20 or user terminal 30 according to this embodiment. Note that the information processing device 900 does not necessarily have all of the hardware configurations shown in Figure 19.
[0126] As shown in Figure 19, the information processing device 900 includes a processing circuit 901, a ROM (Read Only Memory) 902, and a RAM (Random Access Memory) 903. The information processing device 900 may also include a host bus 907, a bridge 909, an external bus 911, an interface 913, an input device 915, an output device 917, a storage device 919, a drive 921, a connection port 923, and a communication device 925.
[0127] The processing circuit 901 functions as an arithmetic processing unit and control unit, and controls the overall operation or a part of the operation within the information processing unit 900 according to various programs recorded in the ROM 902, RAM 903, storage device 919, or removable recording medium 927. The ROM 902 stores programs and calculation parameters used by the processing circuit 901. The RAM 903 temporarily stores programs used in the execution of the processing circuit 901 and parameters that change as appropriate during its execution. The processing circuit 901, ROM 902, and RAM 903 are interconnected by a host bus 907, which is composed of an internal bus. Furthermore, the host bus 907 is connected to an external bus 911, such as a PCI (Peripheral Component Interconnect / Interface) bus, via a bridge 909.
[0128] The input device 915 is a device operated by the user, such as a button. The input device 915 may also include a mouse, keyboard, touch panel, switch, and lever. The input device 915 may also include a microphone that detects the user's voice. The input device 915 may be, for example, a remote control device that uses infrared or other radio waves, or an external connection device 929 such as a mobile phone that is compatible with the operation of the information processing device 900. The input device 915 includes an input control circuit that generates an input signal based on information input by the user and outputs it to the processing circuit 901. By operating this input device 915, the user inputs various data to the information processing device 900 or instructs it to perform processing operations.
[0129] The input device 915 may also include an imaging device and sensors. The imaging device is a device that captures real space and generates an image using various components such as an image sensor, such as a CCD (Charge Coupled Device) or CMOS (Complementary Metal Oxide Semiconductor), and a lens for controlling the imaging of a subject onto the image sensor. The imaging device may capture still images or motion images. The sensors are various types of sensors, such as distance sensors, acceleration sensors, gyro sensors, geomagnetic sensors, vibration sensors, light sensors, and sound sensors. The sensors acquire information about the state of the information processing device 900 itself, such as the orientation of the housing of the information processing device 900, and information about the surrounding environment of the information processing device 900, such as the brightness and noise around the information processing device 900. The sensors may also include a GPS sensor that receives GPS (Global Positioning System) signals and measures the latitude, longitude, and altitude of the device.
[0130] The output device 917 is comprised of a device capable of visually or audibly notifying the user of the acquired information. The output device 917 may be, for example, a display device such as an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display, or an audio output device such as a speaker or headphones. The output device 917 may also include a PDP (Plasma Display Panel), a projector, a hologram, a printer, etc. The output device 917 outputs the results obtained from the processing of the information processing device 900 as images such as text or pictures, or as sound such as voice or sound. The output device 917 may also include a lighting device that brightens the surroundings.
[0131] The storage device 919 is a data storage device configured as an example of the storage unit of the information processing device 900. The storage device 919 is composed of, for example, a magnetic storage device such as an HDD (Hard Disk Drive), a semiconductor storage device, an optical storage device, or a magneto-optical storage device. This storage device 919 stores programs and various data executed by the processing circuit 901, as well as various data acquired from external sources.
[0132] The drive 921 is a reader / writer for removable recording media 927 such as magnetic disks, optical disks, magneto-optical disks, or semiconductor memory, and is either built into or external to the information processing device 900. The drive 921 reads information recorded on the installed removable recording media 927 and outputs it to the RAM 905. The drive 921 also writes data to the installed removable recording media 927.
[0133] The connection port 923 is a port for directly connecting equipment to the information processing device 900. The connection port 923 may be, for example, a USB (Universal Serial Bus) port, an IEEE 1394 port, or a SCSI (Small Computer System Interface) port. Alternatively, the connection port 923 may be an RS-232C port, an optical audio terminal, or an HDMI (High-Definition Multimedia Interface) port. By connecting an external device 929 to the connection port 923, various types of data can be exchanged between the information processing device 900 and the external device 929.
[0134] The communication device 925 is a communication interface, for example, consisting of a communication device for connecting to the network 931. The communication device 925 may be, for example, a communication card for wired or wireless LAN (Local Area Network), Bluetooth®, Wi-Fi®, or WUSB (Wireless USB). Alternatively, the communication device 925 may be a router for optical communication, an ADSL (Asymmetric Digital Subscriber Line) router, or a modem for various types of communication. The communication device 925 transmits and receives signals, for example, to the Internet or other communication devices using a predetermined protocol such as TCP / IP. The network 931 connected to the communication device 925 is a network connected by wire or wireless, for example, the Internet, a home LAN, infrared communication, radio wave communication, or satellite communication.
[0135] For example, when the information processing device 900 functions as a generation server 20 or a user terminal 30 according to the embodiment of this disclosure, the processing circuit 901 of the information processing device 900 functions as a control unit 220 or a control unit 330 by executing a program loaded on the RAM 903. The storage device 919 stores the information processing program according to this disclosure and various data stored in the storage unit 230 or storage unit 340.
[0136] The processing circuit 901 reads and executes program data from the storage device 919, but as an alternative, these programs may be obtained from other devices via the external network 50. In other words, the storage device 919 is not limited to being inside the information processing device 900, but may be located outside the information processing device 900.
[0137] The processing circuit 901 is an example of an integrated circuit, and CPU (Central Processing Unit), MPU (Micro Processing Unit), GPU (Graphics Processing Unit), APU (Accelerated Processing Unit), ASIC (Application Specific Integrated Circuit), and FPGA (Field Programmable Gate Array) can all be considered integrated circuits.
[0138] Furthermore, when the information processing device 900 functions as a generation server 20 or user terminal 30 according to the embodiment of this disclosure, the communication device 925 corresponds to the communication unit 210 or the communication unit 310. Also, the input device 915 and the output device 917 correspond to the operation display unit 320. In addition, the input device 915 corresponds to the voice input unit 350. Also, the output device 917 corresponds to the voice output unit 360.
[0139] <6. Supplementary Information> Although preferred embodiments of the present disclosure have been described in detail above with reference to the attached drawings, the present technology is not limited to such examples. It is clear that a person with ordinary skill in the art of the present disclosure may conceive of various modifications or alterations within the scope of the technical idea described in the claims, and these will naturally be understood to fall within the technical scope of the present disclosure.
[0140] Furthermore, the components of each illustrated device are functionally conceptual and do not necessarily need to be physically configured as shown. In other words, the specific forms of distribution and integration of each device are not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions.
[0141] The information processing system described herein may consist of a single device, such as a generation server 20 or a user terminal 30, or it may consist of multiple devices. These multiple devices may, for example, be a server (generation server 20) and a client terminal (user terminal 30), or a mobile device such as a smartphone or smartwatch (user terminal 30) and a head-mounted display device (HMD, etc.).
[0142] Furthermore, the embodiments and modifications of this disclosure described above can be combined as appropriate in areas where the processing content is not contradictory. Also, the order of each step shown in the sequence diagram or flowchart of this embodiment can be changed as appropriate. For example, each step may be processed chronologically, repeatedly, or partially in parallel.
[0143] Furthermore, one or more computer programs can be created to enable the generation server 20 or user terminal 30 to perform its functions, using hardware such as the CPU, ROM, and RAM built into the generation server 20 or user terminal 30. A computer-readable storage medium containing these one or more computer programs is also provided.
[0144] Furthermore, the effects described herein are merely descriptive or illustrative and not limiting. In other words, the technology relating to this disclosure may produce other effects that will be apparent to those skilled in the art from the description herein, in addition to or in lieu of the effects described herein.
[0145] Furthermore, this technology can also take the following configurations: (1) An information processing system comprising a control unit that determines a branching point for branching the flow of play in relation to the time-series motion data of a player participating in an event, and generates modified data in which the player's actions are changed from the actual actions, starting from the branching point. (2) The information processing system according to (1), wherein the control unit generates scenario data that describes the content of the player's actions from the branching point in time series as the modified data. (3) The information processing system according to (2), wherein the control unit generates temporary motion data for moving the player's 3D model based on the scenario data. (4) The information processing system according to (1), wherein the control unit generates temporary motion data for moving the player's 3D model, which is the player's action from the branching point, as the modified data. (5) The information processing system according to any one of (1) to (3), wherein the control unit determines the timing before a predetermined action actually performed by the player is performed at the branching point in a candidate scene extracted from the motion data. (6) The information processing system according to (5), wherein the candidate scene is a failure scene caused by the player's action. (7) The information processing system according to (5) or (6), wherein the branching point is determined by user operation. (8) The information processing system according to any one of (1) to (7), wherein the control unit generates the change data based on change information indicating a change in the player's action, which is input by user operation. (9) The information processing system according to any one of (1) to (8), wherein the control unit calculates secondary changes of other players in response to the player's change action selected by the user and generates the change data. (10) The information processing system according to any one of (1) to (9), wherein the information processing system includes a server having the control unit. (11) The information processing system according to any one of (1) to (9), wherein the information processing system includes a user terminal having the control unit.(12) The information processing system according to any one of (1) to (9), wherein the information processing system includes a server having the control unit and a user terminal, wherein the server generates the change data based on change information indicating a change in the player's action received from the user terminal. (13) The information processing system according to any one of (1) to (12), wherein the control unit controls the display of a player avatar corresponding to the player based on the change data. (14) The information processing system according to any one of (1) to (13), wherein the control unit generates and controls the display of a display screen that accepts user input for specifying the branching point. (15) The information processing system according to any one of (1) to (14), wherein the control unit controls the display of a display screen that accepts input of the change in the player's action. (16) The information processing system according to any one of (1) to (15), wherein the control unit controls the display of a display screen that presents candidates for changes in the player's action and accepts selection operations by the user. (17) The information processing system according to any one of (1) to (16), wherein the control unit lists individual motions for generating motion data from scenario data that describes the content of actions from the branching point in chronological order, which has been generated as the change data, and performs a process to acquire the individual motions. (18) The information processing system according to (17), wherein the control unit adjusts each individual motion so that they are connected seamlessly. (19) An information processing method comprising: a processor determining a branching point that branches the flow of play with respect to the chronological motion data of a player participating in an event; and generating change data in which the player's actions have been changed from the actual actions, starting from the branching point. (20) A program that causes a computer to function as a control unit that determines a branching point that branches the flow of play with respect to the chronological motion data of a player participating in an event; and generates change data in which the player's actions have been changed from the actual actions, starting from the branching point.
[0146] 1 Information Processing System 10 Distribution Server 20 Generation Server 210 Communication Unit 220 Control Unit 221 Information Acquisition Unit 222 Scenario Generation Unit 223 Motion Data Generation Unit 224 Playback Control Unit 230 Storage Unit 25 Database Server 30 User Terminal
Claims
1. An information processing system comprising a control unit that determines branching points in the time-series motion data of players participating in an event, and generates modified data in which the player's actions are changed from the actual actions, starting from the branching points.
2. The information processing system according to claim 1, wherein the control unit generates scenario data that describes the content of the player's actions from the branching point in chronological order as the change data.
3. The information processing system according to claim 2, wherein the control unit generates temporary motion data for moving the player's 3D model based on the scenario data.
4. The information processing system according to claim 1, wherein the control unit generates temporary motion data for moving the player's 3D model, which is an action of the player from the branching point, as the change data.
5. The information processing system according to claim 1, wherein the control unit determines the timing of the branching point to be before a predetermined action actually performed by the player is performed in a candidate scene extracted from the motion data.
6. The information processing system according to claim 5, wherein the candidate scene is a failure scene caused by the player's actions.
7. The information processing system according to claim 5, wherein the branching point is determined by user operation.
8. The information processing system according to claim 1, wherein the control unit generates the change data based on information indicating a change in the player's actions, which is input by user operation.
9. The information processing system according to claim 1, wherein the control unit calculates secondary changes of other players in response to a change action of the player selected by the user and generates the change data.
10. The information processing system according to claim 1, wherein the information processing system includes a server having the control unit.
11. The information processing system according to claim 1, wherein the information processing system includes a user terminal having the control unit.
12. The information processing system according to claim 1, wherein the information processing system includes a server having the control unit and a user terminal, and the server generates the change data based on change information indicating a change in the player's actions, which is received from the user terminal.
13. The information processing system according to claim 1, wherein the control unit controls the display of the player avatar corresponding to the player based on the change data.
14. The information processing system according to claim 1, wherein the control unit generates and displays a display screen that accepts user input for specifying the branching point.
15. The information processing system according to claim 1, wherein the control unit performs control to display a display screen that accepts input of changes to the player's actions.
16. The information processing system according to claim 1, wherein the control unit presents candidates for changing the player's action and controls the display screen to accept selection operations by the user.
17. The information processing system according to claim 1, wherein the control unit lists individual motions for generating motion data from scenario data that describes the content of actions from the branching point in chronological order, which has been generated as change data, and performs a process to acquire the individual motions.
18. The information processing system according to claim 17, wherein the control unit adjusts each individual motion so that they are connected seamlessly.
19. An information processing method comprising: a processor determining a branching point that branches the flow of gameplay in relation to the time-series motion data of a player participating in an event; and generating modified data that changes the player's actions from the actual actions, starting from the branching point.
20. A program that causes a computer to function as a control unit, determining branching points that cause the flow of gameplay to diverge based on the time-series motion data of players participating in an event, and generating modified data that changes the player's actions from their actual actions, starting from the branching points.
Citation Information
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