WO2018135173A1 - Game device, game method, and recording medium - Google Patents
Game device, game method, and recording medium Download PDFInfo
- Publication number
- WO2018135173A1 WO2018135173A1 PCT/JP2017/044141 JP2017044141W WO2018135173A1 WO 2018135173 A1 WO2018135173 A1 WO 2018135173A1 JP 2017044141 W JP2017044141 W JP 2017044141W WO 2018135173 A1 WO2018135173 A1 WO 2018135173A1
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- WIPO (PCT)
- Prior art keywords
- game
- information
- user
- surface information
- user input
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
Definitions
- the present invention relates to a game device or the like that acquires information on the inner surface of a user based on user input and changes the content of the game in accordance with the information on the inner surface.
- the game device includes a receiving unit that receives a user input that is a user input, and an inner surface information acquisition unit that acquires inner surface information that is information related to the inner surface of the user by using part or all of the user input. And a game element determination unit that determines a game element to be used in the game based on the inner surface information, and a game element determined by the game element determination unit, according to operation information related to an operation on the game among user inputs.
- a game apparatus including a game execution unit for performing
- the user input includes transmission information transmitted by the user to the SNS, and the inner surface information acquisition unit uses the transmitted information to It is a game device that acquires information.
- the user input includes operation information
- the inner surface information acquisition unit acquires the inner surface information using the operation information. Device.
- the user input includes answer information indicating an answer to the questionnaire to the user, and the inner surface information acquisition unit It is a game device which acquires inner surface information using information.
- the game element includes a weapon
- the game element determination unit acquires a weapon corresponding to the inner surface information.
- the game element in contrast to any one of the first to fifth inventions, includes a story identifier corresponding to a game story, and the game element determination unit includes the inner surface information.
- the corresponding story identifier is acquired, and the game execution unit is a game device that executes a game of a story corresponding to the story identifier acquired by the game element determination unit.
- the game element in contrast to any one of the first to sixth inventions, includes a personality identifier that identifies the personality of the character of the game, The personality identifier corresponding to the inner surface information is acquired, and the game executing unit is a game device that executes the game according to operation information related to an operation on the game among user inputs using the personality identifier acquired by the game element determination unit. .
- said inner surface information is static inner surface information which is information of a user's static inner surface.
- the above-mentioned inner surface information includes both static inner surface information that is information of a user's static inner surface and dynamic inner surface information that is information of a user's dynamic inner surface.
- the game device can provide a game that uses information on the inner surface of the user detected or estimated from the user input.
- Block diagram of game device 1 in the first embodiment A flowchart for explaining the operation of the game apparatus 1 The flowchart explaining the process which acquires the inner surface information
- a flowchart for explaining the process of executing the game Figure showing the weapon image management table Figure showing the same background image management table Figure showing an example of the weapon image Figure showing an example of the weapon image Overview of the computer system
- a game device that acquires information on the inner surface of a user based on user input and changes the content of the game according to the information on the inner surface
- the game performed by the game device is, for example, a battle game, an action game, or the like, but the type is not limited.
- the game may be considered to include, for example, a shooting game, a role playing game, an adventure game, a mystery solving game, a simulation game, a puzzle game, a table game, a drive game, a quiz game, and the like.
- the game device may be a stand-alone device, or a device that plays a game via a network.
- FIG. 1 is a block diagram of game device 1 in the present embodiment.
- the game apparatus 1 includes a storage unit 10, a reception unit 11, a processing unit 12, and a game execution unit 13.
- the processing unit 12 includes an inner surface information acquisition unit 121 and a game element determination unit 122.
- the storage unit 10 stores various types of information.
- the various information includes, for example, a program for executing a game, game screen information, questionnaire information, learning information, a weapon image, a background image, and an identifier indicating the character of a character.
- the questionnaire information is questionnaire information that is output to the user.
- the data structure such as game screen information and the realization means are not limited.
- the format of an image such as a weapon image or a background image is not limited.
- the weapon image may be a so-called 3D model or a two-dimensional image such as JPEG.
- Learning information is information learned from the correspondence between inside information and user input.
- the learning information is information obtained as a result of learning a large number of sets of inner surface information indicating the inner surface of the user and information extracted from the user input using a deep learning, SVM, or SVR algorithm.
- the information extracted from the user input is, for example, a document vector obtained by performing morphological analysis on the user input that is a set of sentences and using the result.
- Known techniques such as Word2Vec (URL: see “https://deeplearning4j.org/ja/ja-word2vec”) can be used for learning a document vector.
- the learning information is, for example, information obtained by learning a large number of pairs of vectors (appropriately referred to as “inner surface vectors”) that are inner surface information whose elements are information indicating the characteristics of two or more users and user inputs. .
- the learning information is, for example, information obtained as a result of learning a large number of sets of inner surface vectors and document vectors acquired from documents posted to the SNS using a machine learning algorithm.
- the learning information is, for example, information obtained as a result of learning a large number of sets of inner surface vectors and document vectors acquired from one or more answers of a questionnaire using a machine learning algorithm.
- One or more answers of the questionnaire may be sentences, words, numerical values, etc., and a known technique such as Word2Vec can be used for processing for obtaining a vector from such answers.
- the learning information is, for example, information obtained as a result of learning a large number of sets of inner surface vectors and sets of operation information using a machine learning algorithm.
- the weapon image is stored in association with the inner surface information or the elements constituting the inner surface information.
- the inner surface information is information regarding the inner surface of the user.
- the inner surface information is, for example, static inner surface information that is information on the static inner surface of the user.
- Static inner surface information is information which shows a user's essential character and inner surface characteristics.
- the static inner surface information is, for example, “cheerful”, “shade”, (CP, NP, A, FC, AC) described later.
- the inner surface information is, for example, dynamic inner surface information that is information on the dynamic inner surface of the user.
- the dynamic inner surface information is information related to the psychology that the user can swing and information related to the emotion that the user can swing.
- the dynamic inner surface information may be, for example, “impression”, “rebellion”, “escape”, “cool”, and the like. However, it is preferable that the inner surface information can take both static inner surface information and dynamic inner surface information.
- the inner surface information is acquired and described as a vector, but may be scalar (one-dimensional data).
- the inner surface information is, for example, a personality identifier that identifies a user personality group.
- the inner surface information is, for example, a vector having five characteristic values (CP, NP, A, FC, AC) as elements.
- CP is information indicating the degree of dominance.
- CP is a severe degree of mind.
- NP is information indicating the degree of tolerance.
- NP is a gentle degree of mind. The more NP is affectionate, caring for others, caring, protective and kind, the greater the value of the NP.
- A is information indicating the degree of logic. In other words, A is a logical degree of mind. The value of A increases as the reality is emphasized, it is intelligent and computational power is high, and it is more intelligent and smart and rational. In addition, it can be said that a user with a small value of A has an irrational personality as compared with a user with a large value of A.
- FC is the degree of freedom. In other words, FC is a degree of free-hearted mind. The brighter, curious and humorous, egocentric and self-centered, the greater the value of FC.
- a user with a small FC value has a closed and dark character compared to a user with a large FC value.
- AC is the degree of adaptability. In other words, AC is the degree of cooperative mind. The more you care about the evaluation from others, endure without saying what you want to say, and the more obedient and refusal, the greater the value of AC.
- a user with a small AC value has a personality compared to a user with a large AC value.
- the process of storing information in the storage unit 10 does not matter.
- information may be stored in the storage unit 10 via a recording medium, information transmitted via a communication line or the like may be stored in the storage unit 10, or Information input via the input device may be stored in the storage unit 10.
- the accepting unit 11 accepts user input.
- the user input is information or a command input by the user.
- the user input is, for example, one type or two or more types of information among operation information, answer information, and transmission information.
- the operation information is information related to the operation on the game.
- the operation information is, for example, a set of information that specifies one or more operations, and may be an operation sequence.
- the operation information may be information including information related to the user's operation on the game and status information related to the game situation.
- Information related to the user's operation on the game may be information indicating the operation itself or meaningful information obtained from the user's operation on the game.
- the information indicating the operation itself is, for example, right button ON, left button double click, or the like. (For example, “Escaped”, “Holded a weapon against the opponent”, “Shooted the opponent with a gun”, etc.)
- Response information is information indicating an answer to a questionnaire to the user.
- the answer information may be a pair of information indicating the contents of the questionnaire and information indicating the answer, or may be a pair of a questionnaire identifier for identifying the questionnaire and information indicating the answer.
- the transmission information is information transmitted from the user to the SNS.
- the SNS is, for example, facebook (registered trademark), twitter (registered trademark), LINE (registered trademark), Instagram (registered trademark), or the like.
- “Reception” usually refers to reception of information input from an input device and reception of information transmitted via a wired or wireless communication line, but is read from a recording medium such as an optical disk, a magnetic disk, or a semiconductor memory. It is a concept that includes accepting information that has been issued. Examples of the input device include a phantom, a keyboard, a mouse, and a touch panel.
- the input means for user input may be anything such as a numeric keypad, keyboard, mouse or menu screen.
- the receiving unit 11 can be realized by a device driver for input means such as a numeric keypad or a keyboard, control software for a menu screen, and the like.
- the receiving unit 11 may receive user input from the user terminal device.
- the processing unit 12 performs various processes.
- the various processes are processes performed by the inner surface information acquisition unit 121 and the game element determination unit 122, for example.
- the process part 12 outputs the questionnaire information of the storage part 10, for example.
- the output is a concept including display on a display, sound output, transmission to an external device, accumulation in a recording medium, delivery of a processing result to another processing device or another program, and the like.
- the process part 12 acquires the transmission information of the user identified by the said user identifier from a SNS server using a user identifier, for example.
- the process part 12 performs a learning process with respect to the group and many of the given inner surface information and user input, for example, and acquires the learning information mentioned above.
- the process which acquires this learning information is a well-known technique, detailed description is abbreviate
- the inner surface information acquisition unit 121 acquires inner surface information, which is information about the inner surface of the user, using part or all of the user input.
- the inner surface information acquisition unit 121 applies part or all of the user input to the learning information described above, and acquires inner surface information.
- the algorithm for acquiring such inner surface information is machine learning such as deep learning and SVR, for example.
- the inner surface information here may be an inner surface vector, an inner surface identifier that is a scalar, or the like.
- a pair of scalar inner surface identifiers and vectors is stored in the storage unit 10, and the inner surface information acquisition unit 121 vectorizes the user input and acquires an inner surface identifier corresponding to the vector closest to the vector. May be.
- the inner surface identifier may be, for example, any one of “diplomatic” and “introverted”, or any one of the above-described five characteristic values of CP, NP, A, FC, and AC.
- the vector stored in the storage unit 10 as a pair with the inner surface identifier may be a document vector acquired from an SNS text or a questionnaire response, an operation sequence vector obtained from a user's game operation, or the like.
- the inner surface information acquisition unit 121 acquires inner surface information using, for example, operation information.
- the inner surface information acquisition unit 121 applies, for example, operation information obtained from a user's game operation to learning information, and acquires inner surface information.
- the inner surface information acquisition unit 121 may detect an action from the operation sequence of the game device of the user using the information of the game scene, and acquire the inner surface information corresponding to the action. In such a case, correspondence information between the action and the inner surface information is stored in the storage unit 10.
- the inner surface information acquisition unit 121 detects an operation to push the controller in a random manner, the inner surface information “impression” To get.
- the inner surface information acquisition unit 121 acquires the inner surface information “attack” when the pressing of the attack button is detected. To do.
- the inner surface information acquisition unit 121 acquires the inner surface information “escape” when the avoidance action against the attack is detected. To do.
- the inner surface information acquisition unit 121 detects the inner surface information “cool” when the guard action against the attack is detected. get.
- the inner surface information acquisition unit 121 acquires inner surface information using, for example, answer information.
- the inner surface information acquisition unit 121 configures a document vector from one or more pieces of answer information, applies the document vector to learning information, and acquires inner surface information.
- the inner surface information acquisition unit 121 acquires inner surface information using, for example, answer information corresponding to questionnaire information output by the game apparatus 1 before the game is started.
- the inner surface information acquisition unit 121 acquires inner surface information using, for example, one or more pieces of transmission information.
- the inner surface information acquisition unit 121 configures a document vector from one or more pieces of transmission information of one user, applies the document vector to learning information, and acquires inner surface information.
- the inner surface information acquisition unit 121 acquires inner surface information using, for example, answer information corresponding to questionnaire information output by the game apparatus 1 before the game is started.
- the inner surface information acquisition unit 121 acquires inner surface information using, for example, two or more types of information of one or more transmission information, one or more answer information, and one or more operation information. For example, the inner surface information acquisition unit 121 acquires a vector from two or more types of information of one or more transmission information, one or more answer information, and one or more operation information, applies the vector to the learning information, Get information.
- the inner surface information acquisition unit 121 is a process in which the game is progressed, the game operation by the user is performed, and the operation information is accumulated.
- the inner surface information is acquired by one process. However, the timing at which the inner surface information acquisition unit 121 acquires the inner surface information does not matter.
- the inner surface information acquisition unit 121 may acquire inner surface information using part or all of the user input before the start of the game. Further, the inner surface information acquisition unit 121 may acquire the inner surface information using the operation information while the game is in progress.
- the inner surface information acquisition unit 121 may acquire the inner surface information using the operation information, one or more kinds of transmission information, and one or more types of information among the one or more answer information during the game.
- the operation information used by the inner surface information acquisition unit 121 may be only operation information after the start of the current game, or only operation information input before the end of the previous game (referred to as history operation information as appropriate). Alternatively, both operation information input before the end of the previous game and history operation information may be used.
- the operation information after the start of the current game is operation information after the game is started by turning on the power or starting up the game application.
- the game element determination unit 122 determines a game element to be used in the game based on the inner surface information acquired by the inner surface information acquisition unit 121.
- the determination of the game element may be selection of a game element or generation of a game element.
- the determination of the game element is sufficient if the game element can be finally acquired.
- Game elements include weapons, story identifiers, backgrounds constituting game screens, personality identifiers, and the like.
- the story identifier may be an identifier that determines the story of the game, and is, for example, an ID or a jump destination address in the program.
- the personality identifier may be information that identifies the personality of the characters in the game, and is, for example, an ID, a vector that specifies the personality, or the like.
- the game element determination unit 122 acquires, for example, a weapon corresponding to the inner surface information.
- acquisition of weapons is preferably weapon generation, but may also be weapon selection.
- the generation of a weapon is a process of transforming a weapon (for example, a basic weapon that is a basic weapon) using, for example, a morphing technique based on the numerical value of the inner surface information.
- the game element determination unit 122 acquires, for example, a weapon image corresponding to the inner surface information from the storage unit 10.
- the game element determination unit 122 performs a morphing process that synthesizes a weapon image corresponding to each element of the inner surface information at a ratio of the element value of the inner surface information that is a vector, for example, and generates a weapon.
- the generation of weapons refers to generation of weapon images.
- the inner surface information (CP, NP, A, FC, AC) acquired by the inner surface information acquisition unit 121 is (0.3, 0.1, 0.2, 0, 0.4), it corresponds to CP.
- Ratio of the weapon image corresponding to NP to “0.1”, the weapon image corresponding to A to “0.2”, and the weapon image corresponding to AC to “0.4” A process for synthesizing weapon images is performed to obtain a new weapon image. Since the weapon image generation process can be realized by a known morphing technique, a detailed description thereof will be omitted.
- the game element determination unit 122 acquires, for example, a story identifier corresponding to the inner surface information. For example, when a predetermined game scene appears, the game element determination unit 122 acquires the story identifier using the inner surface information.
- the information of the scene stored in the storage unit 10 is information of a scene that "there is an attack from an enemy force and an emergency operation meeting is held".
- the story identifier “cp” is obtained.
- the story identifier “ cp ” when the largest value is CP, the story identifier“ np ”is obtained, when the largest value is A, the story identifier“ a ”is obtained, and the largest value is FC
- the story identifier “fc” is acquired, and when the largest value is AC, the story identifier “ac” is acquired.
- CP is related to “dominance”
- NP is related to “tolerance”
- A is related to “logic”
- FC is related to “relaxation”
- AC is related to “cooperation”.
- the story corresponding to the story identifier “a” has a game flow (story) in which, for example, detailed information is given and an opinion is requested. More specifically, for example, “In a busy situation, I was called into a room that was always used as a conference room. According to the leader, enemy forces have invaded this hideout. It seems that they are trying to crush us in earnest.According to a report that is currently going up, the enemy power is about 0. The ability that has been confirmed-"" This is already damaged, should be hit "" Here the hero can give his opinion to the leader. It ’s a story.
- the story corresponding to the story identifier “np” is, for example, “Noisy outside the room. If you think so, it makes a sound of knocking the door violently. When you open the door, there is one of your friends. “This is found by the enemy. Now under attack!” Report that Ajito was attacked. “Anyway, priority is given to the evacuation of non-combatants first.” Listen to the directives you have already received from the leader, and move to action. It ’s a story.
- the game is executed by the game execution unit 13 by jumping to a program section for executing a story corresponding to the story identifier.
- the game element determination unit 122 acquires a background corresponding to the inner surface information, for example.
- the game element determination part 122 acquires the background corresponding to the largest value among the acquired inner surface information (CP, NP, A, FC, AC), for example. In such a case, the background is stored in the storage unit 10 in association with the identifier of the element constituting the inner surface information.
- the game element determination part 122 acquires the background corresponding to the conditions where inner surface information (CP, NP, A, FC, AC) matches, for example. In such a case, the background is stored in the storage unit 10 in association with the condition.
- the game element determination unit 122 may select one background when there are two or more matching conditions, or may combine two or more backgrounds.
- NP> threshold value (eg, 0.4)”
- CP ⁇ threshold value eg, 0.1
- FC> threshold value (eg, 0). .7) AND A ⁇ threshold value (for example, 0.1) ”.
- the game element determination part 122 acquires the personality identifier corresponding to inner surface information, for example. For example, when a predetermined game scene appears, the game element determination unit 122 acquires the personality identifier using the inner surface information. For example, the game element determination unit 122 registers the personality identifier corresponding to the largest value among the acquired inner surface information (CP, NP, A, FC, AC) as the personality personality identifier. In this case, the personality identifier is stored in the storage unit 10 in association with the identifier of the element of the inner surface information.
- the game element determination unit 122 detects that a predetermined scene such as “the hero who has lost consciousness has awakened” has been detected as the game progresses. Assume that there is a character A who was concerned about the hero. In such a case, for example, when the largest value of the acquired inner surface information is AC, the game element determination unit 122 jumps the game to a scene where “the main character is concerned as“ an equivalent friend ””” Let Further, for example, when the largest value of the acquired inner surface information is CP, the game element determination unit 122 causes the game to jump to a scene where “the main character is concerned as“ a reliable friend ””.
- the game execution unit 13 uses the game element determined by the game element determination unit 122 to execute the game according to a user operation (usually operation information).
- the operation information is information indicating an operation on a game among user inputs.
- the operation information is, for example, an operation primitive such as an identifier of a pressed key and information indicating the strength and direction when the key is operated.
- the operation information may be information indicating the meaning of an operation in which an operation primitive is acquired from the information, for example. It is preferable that the game execution unit 13 accumulates the operation information in a buffer or storage unit 10 (not shown) according to the execution of the game.
- the game execution unit 13 execute a game of a story corresponding to the story identifier acquired by the game element determination unit 122. For example, the game execution unit 13 performs the game from the scene jumped by the game element determination unit 122.
- the game execution unit 13 execute the game according to the operation information regarding the operation on the game among the user inputs, using the personality identifier acquired by the game element determination unit 122.
- the game execution unit 13 outputs, for example, a screen, voice, sound, and the like during the execution of the game.
- the output may be display on a screen, sound output through a speaker, or transmission to a user terminal device.
- the game execution unit 13 can be realized by a known technique, a detailed description is omitted.
- the storage unit 10 is preferably a non-volatile recording medium, but can also be realized by a volatile recording medium.
- the processing unit 12, the game execution unit 13, the inner surface information acquisition unit 121, and the game element determination unit 122 can be usually realized by an MPU, a memory, or the like.
- the processing procedure of the processing unit 12 or the like is usually realized by software, and the software is recorded on a recording medium such as a ROM. However, it may be realized by hardware (dedicated circuit).
- Step S201 The accepting unit 11 determines whether or not a user input has been accepted. If user input is accepted, the process goes to step S202. If user input is not accepted, the process returns to step S201.
- Step S202 The inner surface information acquisition unit 121 determines whether it is time to acquire the inner surface information. If it is time to acquire the inner surface information, go to step S203, and if it is not time to acquire the inner surface information, go to step S204.
- Step S203 The inner surface information acquisition unit 121 acquires inner surface information by using part or all of the user input received in step S201.
- the process returns to step S201.
- the user input accepted in the past may be stored in the storage unit 10, and the inner surface information may be acquired using the user input.
- the process which acquires inner surface information is demonstrated using the flowchart of FIG.
- Step S204 The game executing unit 13 determines whether or not to execute the game. If the game is to be performed, the process goes to step S205. If the game is not to be executed, the process goes to step S206. It should be noted that the game execution unit 13 can recognize that an operation for executing the game is accepted and the game is executed, or that no operation is accepted but the game is executed.
- Step S205 The game executing unit 13 executes the game according to the user input and using the inner surface information. The process for executing the game will be described with reference to the flowchart of FIG.
- Step S206 The game executing unit 13 determines whether or not to end the game. If the game is to end, go to step S207; otherwise, return to step S201. Normally, when the user input is an instruction to end the game, the game executing unit 13 determines to end the game.
- Step S207 The game execution unit 13 ends the game.
- step S202 the inner surface information acquisition process in step S202 will be described with reference to the flowchart of FIG.
- Step S301 The inner surface information acquisition unit 121 acquires a user input used for acquiring inner surface information.
- Step S302 The inner surface information acquisition unit 121 analyzes the user input acquired in Step S301.
- the user input analysis includes, for example, obtaining a document vector from a sentence group, obtaining one or more pieces of operation information from a user operation, and the like.
- Step S303 The inner surface information acquisition unit 121 acquires the inner surface information using the analysis result in step S302 and accumulates it in the storage unit 10. Return to upper process. Note that the details of the process of acquiring the inner surface information using the user input have been described above, and a description thereof will be omitted here.
- step S205 the game execution process in step S205 will be described with reference to the flowchart of FIG.
- the game element determination unit 122 acquires inner surface information used for determining a game element.
- the game element determination unit 122 may acquire the inner surface information of the storage unit 10, instruct the inner surface information acquisition unit 121 to acquire the inner surface information, and obtain the inner surface information acquired by the inner surface information acquisition unit 121. May be.
- Step S402 The game element determination unit 122 determines whether or not to acquire a weapon. When acquiring a weapon, go to step S403, and when not acquiring a weapon, go to step S404.
- Step S403 The game element determination unit 122 acquires a weapon using the inner surface information acquired in step S401.
- Step S404 The game element determination unit 122 determines whether or not to determine a story. If the story is determined, the process goes to step S405. If the story is not determined, the process goes to step S406.
- Step S405 The game element determination unit 122 acquires the story identifier using the inner surface information acquired in step S401.
- acquisition of a story identifier is jumping to the location of a corresponding story, for example.
- Step S406 The game element determination unit 122 determines whether to determine game elements other than weapons and stories. If another game element is to be determined, go to step S407, and if no other game element is to be determined, go to step S408.
- the other game elements are, for example, character personality identifiers, game background images, and the like.
- Step S407 The game element determination unit 122 acquires another game element using the inner surface information acquired in step S401.
- Step S409 The game execution unit 13 executes the game using the acquired game elements. Return to upper process.
- the storage unit 10 stores the weapon image management table shown in FIG.
- the weapon image management table is a table for managing weapon images.
- Each weapon image in FIG. 5 is an image used to generate a weapon image according to the inner surface information of the user.
- the weapon image management table stores a plurality of records having “ID” and “weapon”.
- the other ID images are also weapon images corresponding to each element of the inner surface information.
- the storage unit 10 stores a background image management table shown in FIG.
- the background image management table is a table for managing background images associated with conditions relating to inner surface information.
- the background image management table manages a plurality of records having attribute values of “condition” and “background”.
- the storage unit 10 stores the learning information described above.
- the learning information is information obtained by learning a large number of pairs of inner surface vectors and document vectors acquired from documents posted to the SNS, for example, by deep learning.
- the learning information is information obtained by learning a large number of pairs of inner surface vectors and document vectors acquired from one or more answers of a questionnaire, for example, by deep learning.
- the learning information may be information obtained by learning a large number of pairs of inner surface vectors and document vectors obtained from one or more answers of documents submitted to the SNS and questionnaires, for example, by deep learning.
- the inner surface vector is an example of inner surface information, and has values of five elements (CP, NP, A, FC, AC) here.
- the inner surface information acquisition unit 121 of the game apparatus 1 uses the user identifier of each of one or more users registered in the game apparatus 1 in advance, and the user transmits to the SNS for each user.
- Information is acquired from one or more SNS servers, a document vector is generated from the acquired document group using, for example, Wrod2Vec, and the document vector is stored in association with a user identifier.
- the SNS server is, for example, a Twitter server or a facebook server.
- the user A accesses the game apparatus 1 from a user terminal (not shown) and starts the game of the game apparatus 1 in order to start the game. Then, the game apparatus 1 sequentially asks the user two or more questions such as “What are you good at?” “Where do you want to go?” “Please enter your IQ” Send to the terminal. Then, the user A inputs answer information for each question received and output by the user terminal. Then, the user terminal receives the answer information and transmits the answer information to the game apparatus 1.
- the reception unit 11 of the game apparatus 1 receives two or more pieces of answer information. And then.
- the inner surface information acquisition unit 121 acquires a document vector from the received two or more response information using, for example, Wrod2Vec.
- the inner surface information acquisition unit 121 applies the document vector acquired from one or more transmission information of the user A and the document vector acquired from two or more answer information of the user A to the learning information in the storage unit 10.
- the inner surface information of the user A is acquired through deep learning.
- first document vector acquired from one or more transmission information
- second document vector acquired from two or more response information to the learning information
- the process of obtaining the final inner surface vector using the first inner surface vector and the second inner surface vector is performed by calculating an average value of each element of the first inner surface vector and each element of the second inner surface vector for each element. It may be obtained, or an inner product of the first inner surface vector and the second inner surface vector may be calculated.
- the game execution unit 13 advances the game and transmits a game screen to the user terminal.
- the user terminal receives and outputs the game screen. Then, the user inputs an operation on the screen. Each time the user terminal accepts an operation, the user terminal configures operation information and transmits it to the game apparatus 1.
- the game device receives the operation information, and the game execution unit 13 proceeds with the game according to the received one or more operation information.
- the inner surface information acquisition unit 121 changes the inner surface information (0.3, 0.1, 0.2, 0, 0.4) using one or more pieces of operation information, and acquires the changed inner surface information. .
- the process for changing the inner surface information in accordance with one or more pieces of operation information has been described above.
- the so-called morphing technique is used to transform the basic image so that the weapon image corresponding to each element is affected by the value of A, A, FC, and AC). To do.
- An example of such a weapon image is shown in FIG.
- the game execution unit 13 proceeds with the game, and transmits a screen including the weapon image of FIG. 7 to the user terminal.
- the user terminal receives and outputs the screen including the weapon image of FIG.
- the inner surface information acquisition unit 121 of the game apparatus 1 updates the inner surface information by using the received one or more pieces of operation information through the above-described processing.
- the game element determination unit 122 deforms the weapon image shown in FIG. 7 using the above-described morphing technique using the updated inner surface information, for example, to obtain the weapon image shown in FIG.
- the game execution part 13 comprises the screen which has the weapon image of FIG. 8, and transmits to a user terminal.
- the user terminal receives and outputs the screen. And the user. Operations are performed on the output screen, and the game progresses.
- the inner surface information acquisition unit 121 of the game apparatus 1 uses the one or more pieces of operation information so far to obtain the inner surface information when the progress of the game has reached a situation where the background image of FIG. 6 is used. get.
- the game element determination unit 122 acquires a background image corresponding to the condition matching the acquired inner surface information from the background image management table of FIG.
- a background image that is paired with any one of the two or more conditions is acquired from the background image management table of FIG.
- a background image that is paired with the condition with the highest priority may be acquired according to the priority of the conditions, or one background image may be selected at random.
- the game story may be changed or the character of the character may be changed according to the inner surface information.
- the user's inside information is acquired from the transmission information to the user's SNS, and the personality, background, etc. of the characters of the weapons, stories, and games are changed using the inside information. This makes it possible to perform a game that matches the inner surface of the user.
- the inner information of the user is acquired from the operation information of the user's game operation, and the weapon, the story, the character of the character of the game, the background, etc. are changed using the inner information. This makes it possible to perform a game that matches the inner surface of the user.
- the user's inner information is acquired from the answer information indicating the answer to the questionnaire to the user, and using the inner information, weapons, stories, personality of characters of the game, background, etc. As a result of the change, a game that matches the inner surface of the user can be performed.
- the inner surface information is one or two types of information of static inner surface information and dynamic inner surface information, and appropriately uses the inner surface information that easily represents the user's characteristics.
- a user-like game can be provided.
- the game apparatus 1 may operate stand-alone or may operate as a server apparatus that communicates with one or more user terminals.
- the processing in the present embodiment may be realized by software. Then, this software may be distributed by software download or the like. Further, this software may be recorded on a recording medium such as a CD-ROM and distributed. This also applies to other embodiments in this specification.
- achieves the game device 1 in this Embodiment is the following programs. That is, this program uses a computer to receive a user input that is a user input, and an inner surface information acquisition unit that acquires inner surface information that is information about the inner surface of the user by using part or all of the user input.
- a game element determination unit that determines a game element to be used in the game based on the inner surface information, and a game element determined by the game element determination unit, according to operation information related to an operation on the game among user inputs.
- FIG. 9 shows the appearance of a computer that executes the program described in this specification to realize the game apparatus 1 and the like according to the various embodiments described above.
- the above-described embodiments can be realized by computer hardware and a computer program executed thereon.
- FIG. 9 is an overview diagram of the computer system 300
- FIG. 10 is a block diagram of the system 300.
- the computer system 300 includes a computer 301 including a CD-ROM drive, a keyboard 302, a mouse 303, a monitor 304, and a speaker 306.
- the computer 301 stores an MPU 3013, a bus 3014 connected to the CD-ROM drive 3012, a ROM 3015 for storing a program such as a bootup program, and the MPU 3013. It includes a RAM 3016 for temporarily storing application program instructions and providing a temporary storage space, and a hard disk 3017 for storing application programs, system programs, and data.
- the computer 301 may further include a network card that provides connection to a LAN.
- a program that causes the computer system 300 to execute the functions of the game apparatus 1 and the like of the above-described embodiment may be stored in the CD-ROM 3101, inserted into the CD-ROM drive 3012, and further transferred to the hard disk 3017.
- the program may be transmitted to the computer 301 via a network (not shown) and stored in the hard disk 3017.
- the program is loaded into the RAM 3016 at the time of execution.
- the program may be loaded directly from the CD-ROM 3101 or the network.
- the program does not necessarily include an operating system (OS) or a third-party program that causes the computer 301 to execute the functions of the game apparatus 1 according to the above-described embodiment.
- the program only needs to include an instruction portion that calls an appropriate function (module) in a controlled manner and obtains a desired result. How the computer system 300 operates is well known and will not be described in detail.
- processing performed by hardware for example, processing performed by a modem or an interface card in the transmission step (only performed by hardware) Processing is not included.
- the computer that executes the program may be singular or plural. That is, centralized processing may be performed, or distributed processing may be performed.
- two or more communication means existing in one apparatus may be physically realized by one medium.
- each process may be realized by centralized processing by a single device, or may be realized by distributed processing by a plurality of devices.
- the game device has an effect that it can detect a user's inner surface from a user input and provide a game to be used, and is useful as a game device or the like.
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Abstract
[Problem] In the past there have not been any games in which the inner aspects of a user are detected from user input and utilized. [Solution] A game can be provided in which the inner aspects of a user are detected from user input and utilized by a game device 1 comprising: a receiving unit 11 that receives the user input, which is an input from the user; an inner aspect information acquisition unit 121 that acquires inner aspect information, which is information pertaining to the inner aspects of the user, by using some or all of the user input; a game element determination unit 122 that, on the basis of the inner aspect information, determines a game element used by the game; and a game execution unit 13 that, in accordance with operation information pertaining to game-related operations from among the user input, executes the game by using the game element determined by the game element determination unit 122.
Description
本発明は、ユーザ入力に基づいて、ユーザの内面の情報を取得し、当該内面の情報に応じて、ゲームの内容を変更するゲーム装置等に関するものである。
The present invention relates to a game device or the like that acquires information on the inner surface of a user based on user input and changes the content of the game in accordance with the information on the inner surface.
従来、ユーザの選択により、使用する武器が変更されたりするゲーム装置が存在した(例えば、特許文献1参照)。
Conventionally, there has been a game device in which a weapon to be used is changed by a user's selection (for example, see Patent Document 1).
しかしながら、従来技術においては、ユーザ入力からユーザの内面を検知または推定し、当該内面の情報を利用するゲームが存在しなかった。このため、ユーザの内面に応じた適切なゲームを提供ができなかった。
However, in the prior art, there is no game that detects or estimates the inner surface of the user from the user input and uses the information on the inner surface. For this reason, the appropriate game according to the inner surface of the user could not be provided.
本第一の発明のゲーム装置は、ユーザの入力であるユーザ入力を受け付ける受付部と、ユーザ入力の一部または全部を用いて、ユーザの内面に関する情報である内面情報を取得する内面情報取得部と、内面情報に基づいて、ゲームで使用するゲーム要素を決定するゲーム要素決定部と、ゲーム要素決定部が決定したゲーム要素を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行するゲーム遂行部とを具備するゲーム装置である。
The game device according to the first aspect of the present invention includes a receiving unit that receives a user input that is a user input, and an inner surface information acquisition unit that acquires inner surface information that is information related to the inner surface of the user by using part or all of the user input. And a game element determination unit that determines a game element to be used in the game based on the inner surface information, and a game element determined by the game element determination unit, according to operation information related to an operation on the game among user inputs. A game apparatus including a game execution unit for performing
かかる構成により、ユーザ入力からユーザの内面を検知または推定し、利用するゲームを提供できる。
With this configuration, it is possible to provide a game to be used by detecting or estimating the inner surface of the user from the user input.
また、本第二の発明のゲーム装置は、第一の発明に対して、ユーザ入力は、ユーがSNSに対して発信した発信情報を含み、内面情報取得部は、発信情報を用いて、内面情報を取得するゲーム装置である。
Further, in the game device of the second invention, in contrast to the first invention, the user input includes transmission information transmitted by the user to the SNS, and the inner surface information acquisition unit uses the transmitted information to It is a game device that acquires information.
かかる構成により、SNSへの発信情報に基づいてユーザの内面を検知または推定し、利用するゲームを提供できる。
With such a configuration, it is possible to provide a game to be used by detecting or estimating the inner surface of the user based on information transmitted to the SNS.
また、本第三の発明のゲーム装置は、第一または第二の発明に対して、ユーザ入力は、操作情報を含み、内面情報取得部は、操作情報を用いて、内面情報を取得するゲーム装置である。
Further, in the game device of the third invention, in contrast to the first or second invention, the user input includes operation information, and the inner surface information acquisition unit acquires the inner surface information using the operation information. Device.
かかる構成により、ゲームに対する操作に基づいてユーザの内面を検知または推定し、利用するゲームを提供できる。
With this configuration, it is possible to provide a game to be used by detecting or estimating the inner surface of the user based on the operation on the game.
また、本第四の発明のゲーム装置は、第一から第三いずれか1つの発明に対して、ユーザ入力は、ユーザへのアンケートに対する回答を示す回答情報を含み、内面情報取得部は、回答情報を用いて、内面情報を取得するゲーム装置である。
In addition, in the game device of the fourth invention, the user input includes answer information indicating an answer to the questionnaire to the user, and the inner surface information acquisition unit It is a game device which acquires inner surface information using information.
かかる構成により、アンケートへの回答に基づいてユーザの内面を検知または推定し、利用するゲームを提供できる。
With this configuration, it is possible to provide a game to be used by detecting or estimating the inner surface of the user based on an answer to a questionnaire.
また、本第五の発明のゲーム装置は、第一から第四いずれか1つの発明に対して、ゲーム要素は、武器を含み、ゲーム要素決定部は、内面情報に対応する武器を取得するゲーム装置である。
According to the fifth aspect of the present invention, in the game device according to any one of the first to fourth aspects, the game element includes a weapon, and the game element determination unit acquires a weapon corresponding to the inner surface information. Device.
かかる構成により、ユーザ入力からユーザの内面を検知または推定し、当該内面の情報を用いて武器が決定されるゲームを提供できる。
With this configuration, it is possible to provide a game in which a user's inner surface is detected or estimated from user input, and weapons are determined using information on the inner surface.
また、本第六の発明のゲーム装置は、第一から第五いずれか1つの発明に対して、ゲーム要素は、ゲームのストーリーに対応するストーリー識別子を含み、ゲーム要素決定部は、内面情報に対応するストーリー識別子を取得し、ゲーム遂行部は、ゲーム要素決定部が取得したストーリー識別子に対応するストーリーのゲームを遂行するゲーム装置である。
In addition, in the game device of the sixth invention, in contrast to any one of the first to fifth inventions, the game element includes a story identifier corresponding to a game story, and the game element determination unit includes the inner surface information. The corresponding story identifier is acquired, and the game execution unit is a game device that executes a game of a story corresponding to the story identifier acquired by the game element determination unit.
かかる構成により、ユーザ入力からユーザの内面を検知または推定し、当該内面の情報を用いてストーリーが決定されるゲームを提供できる。
With this configuration, it is possible to provide a game in which a user's inner surface is detected or estimated from user input, and a story is determined using information on the inner surface.
また、本第七の発明のゲーム装置は、第一から第六いずれか1つの発明に対して、ゲーム要素は、ゲームの登場人物の性格を識別する性格識別子を含み、ゲーム要素決定部は、内面情報に対応する性格識別子を取得し、ゲーム遂行部は、ゲーム要素決定部が取得した性格識別子を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行するゲーム装置である。
Further, in the game device of the seventh invention, in contrast to any one of the first to sixth inventions, the game element includes a personality identifier that identifies the personality of the character of the game, The personality identifier corresponding to the inner surface information is acquired, and the game executing unit is a game device that executes the game according to operation information related to an operation on the game among user inputs using the personality identifier acquired by the game element determination unit. .
かかる構成により、ユーザ入力からユーザの内面を検知または推定し、当該内面の情報を用いて登場人物の性格が決定されるゲームを提供できる。
With this configuration, it is possible to provide a game in which the inner surface of the user is detected or estimated from the user input, and the character of the character is determined using the information on the inner surface.
なお、上記の内面情報は、ユーザの静的な内面の情報である静的内面情報であることは好適である。また、上記の内面情報は、ユーザの静的な内面の情報である静的内面情報と、ユーザの動的な内面の情報である動的内面情報との両方を含むことはさらに好適である。
In addition, it is suitable that said inner surface information is static inner surface information which is information of a user's static inner surface. Further, it is more preferable that the above-mentioned inner surface information includes both static inner surface information that is information of a user's static inner surface and dynamic inner surface information that is information of a user's dynamic inner surface.
本発明によるゲーム装置によれば、ユーザ入力から検知または推定されたユーザの内面の情報を利用するゲームを提供できる。
The game device according to the present invention can provide a game that uses information on the inner surface of the user detected or estimated from the user input.
以下、ゲーム装置等の実施形態について図面を参照して説明する。なお、実施の形態において同じ符号を付した構成要素は同様の動作を行うので、再度の説明を省略する場合がある。
Hereinafter, embodiments of the game device and the like will be described with reference to the drawings. In addition, since the component which attached | subjected the same code | symbol in embodiment performs the same operation | movement, description may be abbreviate | omitted again.
(実施の形態1)
(Embodiment 1)
本実施の形態において、ユーザ入力に基づいて、ユーザの内面の情報を取得し、当該内面の情報に応じて、ゲームの内容を変更するゲーム装置について説明する。ゲーム装置が行うゲームは、例えば、対戦型ゲーム、アクションゲーム等であるが、その種類は問わない。ゲームは、例えば、シューティングゲーム、ロールプレイングゲーム、アドベンチャーゲーム、謎解きゲーム、シミュレーションゲーム、パズルゲーム、テーブルゲーム、ドライブゲーム、クイズゲーム等を含むと考えても良い。
In this embodiment, a game device that acquires information on the inner surface of a user based on user input and changes the content of the game according to the information on the inner surface will be described. The game performed by the game device is, for example, a battle game, an action game, or the like, but the type is not limited. The game may be considered to include, for example, a shooting game, a role playing game, an adventure game, a mystery solving game, a simulation game, a puzzle game, a table game, a drive game, a quiz game, and the like.
また、ゲーム装置は、スタンドアロンでも良いが、ネットワークを介したゲームを行う装置でも良い。
The game device may be a stand-alone device, or a device that plays a game via a network.
図1は、本実施の形態におけるゲーム装置1のブロック図である。ゲーム装置1は、格納部10、受付部11、処理部12、およびゲーム遂行部13を備える。処理部12は、内面情報取得部121、およびゲーム要素決定部122を備える。
FIG. 1 is a block diagram of game device 1 in the present embodiment. The game apparatus 1 includes a storage unit 10, a reception unit 11, a processing unit 12, and a game execution unit 13. The processing unit 12 includes an inner surface information acquisition unit 121 and a game element determination unit 122.
格納部10は、各種の情報が格納される。各種の情報とは、例えば、ゲーム遂行のためのプログラム、ゲームの画面情報、アンケート情報、学習情報、武器の画像、背景の画像、登場人物の性格を示す識別子等である。アンケート情報とは、ユーザに対して出力されるアンケートの情報である。なお、ゲームの画面情報等のデータ構造や実現手段等は問わない。また、特に、武器の画像、背景の画像等の画像の形式等も問わない。例えば、武器の画像はいわゆる3Dモデルでも、JPEG等の二次元画像等でも良い。
The storage unit 10 stores various types of information. The various information includes, for example, a program for executing a game, game screen information, questionnaire information, learning information, a weapon image, a background image, and an identifier indicating the character of a character. The questionnaire information is questionnaire information that is output to the user. It should be noted that the data structure such as game screen information and the realization means are not limited. In particular, the format of an image such as a weapon image or a background image is not limited. For example, the weapon image may be a so-called 3D model or a two-dimensional image such as JPEG.
学習情報とは、内面情報とユーザ入力との対応を学習した情報である。学習情報は、ユーザの内面を示す内面情報とユーザ入力から抽出された情報との多数の組を、深層学習、SVM、またはSVR等の機械学習のアルゴリズムにより学習させた結果の情報である。なお、ユーザ入力から抽出された情報とは、例えば、文章の集合であるユーザ入力を形態素解析し、その結果を用いて取得された文書ベクトルである。文書ベクトルの習得には、Word2Vec(URL:「https://deeplearning4j.org/ja/ja-word2vec」参照)などの公知技術が利用可能である。学習情報は、例えば、2以上のユーザの性質を示す情報を要素とする内面情報であるベクトル(適宜、「内面ベクトル」という)と、ユーザ入力との組を、多数、学習させた情報である。学習情報は、例えば、内面ベクトルとSNSに投稿された文書から取得された文書ベクトルとの組を、多数、機械学習のアルゴリズムにより学習させた結果の情報である。学習情報は、例えば、内面ベクトルとアンケートの1以上の回答から取得された文書ベクトルとの組を、多数、機械学習のアルゴリズムにより学習させた結果の情報である。なお、アンケートの1以上の各回答は、文でも単語でも数値等でもよく、かかる回答からベクトルを取得する処理も、Word2Vecなどの公知技術が利用可能である。また、学習情報は、例えば、内面ベクトルと操作情報の集合との組を、多数、機械学習のアルゴリズムにより学習させた結果の情報である。
Learning information is information learned from the correspondence between inside information and user input. The learning information is information obtained as a result of learning a large number of sets of inner surface information indicating the inner surface of the user and information extracted from the user input using a deep learning, SVM, or SVR algorithm. The information extracted from the user input is, for example, a document vector obtained by performing morphological analysis on the user input that is a set of sentences and using the result. Known techniques such as Word2Vec (URL: see “https://deeplearning4j.org/ja/ja-word2vec”) can be used for learning a document vector. The learning information is, for example, information obtained by learning a large number of pairs of vectors (appropriately referred to as “inner surface vectors”) that are inner surface information whose elements are information indicating the characteristics of two or more users and user inputs. . The learning information is, for example, information obtained as a result of learning a large number of sets of inner surface vectors and document vectors acquired from documents posted to the SNS using a machine learning algorithm. The learning information is, for example, information obtained as a result of learning a large number of sets of inner surface vectors and document vectors acquired from one or more answers of a questionnaire using a machine learning algorithm. One or more answers of the questionnaire may be sentences, words, numerical values, etc., and a known technique such as Word2Vec can be used for processing for obtaining a vector from such answers. The learning information is, for example, information obtained as a result of learning a large number of sets of inner surface vectors and sets of operation information using a machine learning algorithm.
また、武器の画像は、内面情報または内面情報を構成する要素に対応付けて格納されていることは好適である。
Further, it is preferable that the weapon image is stored in association with the inner surface information or the elements constituting the inner surface information.
なお、内面情報は、ユーザの内面に関する情報である。内面情報は、例えば、ユーザの静的な内面の情報である静的内面情報である。静的内面情報は、ユーザの本質的な性格、内面の特性を示す情報である。静的内面情報は、例えば、「陽気」「陰気」、後述する(CP,NP,A,FC,AC)等である。また、内面情報は、例えば、ユーザの動的な内面の情報である動的内面情報である。動的内面情報は、ユーザの揺れ動き得る心理に関する情報、ユーザの揺れ動き得る感情に関する情報である。動的内面情報は、例えば、「焦り」「反抗」「逃げ」「冷静」等でも良い。ただし、内面情報は、静的内面情報と動的内面情報との両方を採り得ることは好適である。
The inner surface information is information regarding the inner surface of the user. The inner surface information is, for example, static inner surface information that is information on the static inner surface of the user. Static inner surface information is information which shows a user's essential character and inner surface characteristics. The static inner surface information is, for example, “cheerful”, “shade”, (CP, NP, A, FC, AC) described later. The inner surface information is, for example, dynamic inner surface information that is information on the dynamic inner surface of the user. The dynamic inner surface information is information related to the psychology that the user can swing and information related to the emotion that the user can swing. The dynamic inner surface information may be, for example, “impression”, “rebellion”, “escape”, “cool”, and the like. However, it is preferable that the inner surface information can take both static inner surface information and dynamic inner surface information.
また、内面情報は、上記では、取得してベクトルであるとして説明したが、スカラー(1次元のデータ)でも良い。内面情報がスカラーである場合、内面情報は、例えば、ユーザの性格のグループを識別する性格識別子である。
In the above description, the inner surface information is acquired and described as a vector, but may be scalar (one-dimensional data). When the inner surface information is a scalar, the inner surface information is, for example, a personality identifier that identifies a user personality group.
内面情報は、例えば、(CP,NP,A,FC,AC)の5つの特性値を要素として有するベクトルである。ここで、CPは、支配性の度合いを示す情報である。言い換えれば、CPは、厳しい心の度合いである。自分の価値観を正しいものと信じて譲らず、責任を持って行動し、他人に批判的であればあるほど、CPの値は大きくなる。なお、CPの値が小さいユーザは、CPの値が大きいユーザと比較して、怠惰な性格であると言える。NPは、寛容性の度合いを示す情報である。言い換えれば、NPは、優しい心の度合いである。NPは、愛情深く、他人を思いやって行動し、世話好きで保護的で親切であるほど、NPの値は大きくなる。なお、NPの値が小さいユーザは、NPの値が大きいユーザと比較して、冷淡な性格であると言える。Aは、論理性の度合いを示す情報である。言い換えれば、Aは、論理的な心の度合いである。現実を重視しており、知的で計算力が高く、聡明で頭脳明晰で合理的であるほど、Aの値は大きくなる。なお、Aの値が小さいユーザは、Aの値が大きいユーザと比較して、非合理的な性格であると言える。FCは、奔放性の度合いである。言い換えれば、FCは、自由奔放な心の度合いである。明るく好奇心旺盛でユーモアがあり、自我中心性で自己中心的であるほど、FCの値は大きくなる。なお、FCの値が小さいユーザは、FCの値が大きいユーザと比較して、閉鎖的で暗い性格であると言える。ACは、順応性の度合いである。言い換えれば、ACは、協調性的な心の度合いである。他人からの評価を気にし、言いたいことを言わずに我慢してしまい、従順で遠慮がちであるほど、ACの値は大きくなる。なお、ACの値が小さいユーザは、ACの値が大きいユーザと比較して、マイペースな性格であると言える。
The inner surface information is, for example, a vector having five characteristic values (CP, NP, A, FC, AC) as elements. Here, CP is information indicating the degree of dominance. In other words, CP is a severe degree of mind. The more you believe in your values, the more you act responsibly and the more critical you are, the more CP you have. In addition, it can be said that the user with a small CP value is lazy compared with the user with a large CP value. NP is information indicating the degree of tolerance. In other words, NP is a gentle degree of mind. The more NP is affectionate, caring for others, caring, protective and kind, the greater the value of the NP. In addition, it can be said that a user with a small NP value has a cooler character than a user with a large NP value. A is information indicating the degree of logic. In other words, A is a logical degree of mind. The value of A increases as the reality is emphasized, it is intelligent and computational power is high, and it is more intelligent and smart and rational. In addition, it can be said that a user with a small value of A has an irrational personality as compared with a user with a large value of A. FC is the degree of freedom. In other words, FC is a degree of free-spirited mind. The brighter, curious and humorous, egocentric and self-centered, the greater the value of FC. In addition, it can be said that a user with a small FC value has a closed and dark character compared to a user with a large FC value. AC is the degree of adaptability. In other words, AC is the degree of cooperative mind. The more you care about the evaluation from others, endure without saying what you want to say, and the more obedient and refusal, the greater the value of AC. In addition, it can be said that a user with a small AC value has a personality compared to a user with a large AC value.
格納部10に情報が記憶される過程は問わない。例えば、記録媒体を介して情報が格納部10で記憶されるようになってもよく、通信回線等を介して送信された情報が格納部10で記憶されるようになってもよく、あるいは、入力デバイスを介して入力された情報が格納部10で記憶されるようになってもよい。
The process of storing information in the storage unit 10 does not matter. For example, information may be stored in the storage unit 10 via a recording medium, information transmitted via a communication line or the like may be stored in the storage unit 10, or Information input via the input device may be stored in the storage unit 10.
受付部11は、ユーザ入力を受け付ける。ユーザ入力は、ユーザが入力した情報や命令等である。ユーザ入力は、例えば、操作情報、回答情報、発信情報のうちの1種類または2種類以上の情報である。
The accepting unit 11 accepts user input. The user input is information or a command input by the user. The user input is, for example, one type or two or more types of information among operation information, answer information, and transmission information.
操作情報とは、ゲームへの操作に関する情報である。操作情報は、例えば、1以上の操作を特定する情報の集合であり、操作列でも良い。操作情報は、ユーザのゲームへの操作に関する情報と、ゲームの状況に関する状況情報とを含む情報でも良い。ユーザのゲームへの操作に関する情報は、操作そのものを示す情報でも良いし、ユーザのゲームへの操作から得られる意味のある情報でも良い。操作そのものを示す情報は、例えば、右ボタンON、左ボタンダブルクリック等である。ゲームへの操作から得られる意味のある情報は、例えば、「逃げた」「相手に武器を振りかざした」「相手を銃で撃った」等)
The operation information is information related to the operation on the game. The operation information is, for example, a set of information that specifies one or more operations, and may be an operation sequence. The operation information may be information including information related to the user's operation on the game and status information related to the game situation. Information related to the user's operation on the game may be information indicating the operation itself or meaningful information obtained from the user's operation on the game. The information indicating the operation itself is, for example, right button ON, left button double click, or the like. (For example, “Escaped”, “Holded a weapon against the opponent”, “Shooted the opponent with a gun”, etc.)
回答情報は、ユーザへのアンケートに対する回答を示す情報である。回答情報は、アンケートの内容を示す情報と回答を示す情報との対でも良いし、アンケートを識別するアンケート識別子と回答を示す情報との対でも良い。
Response information is information indicating an answer to a questionnaire to the user. The answer information may be a pair of information indicating the contents of the questionnaire and information indicating the answer, or may be a pair of a questionnaire identifier for identifying the questionnaire and information indicating the answer.
発信情報は、ユーザがSNSに対して発信した情報である。SNSは、例えば、facebook(登録商標)、twitter(登録商標)、LINE(登録商標)、インスタグラム(登録商標)等である。また、受け付けとは、通常、入力デバイスから入力された情報の受け付け、有線もしくは無線の通信回線を介して送信された情報の受信であるが、光ディスクや磁気ディスク、半導体メモリなどの記録媒体から読み出された情報の受け付けなどを含む概念である。入力デバイスとは、例えば、ファントム、キーボード、マウス、タッチパネルなどである。ユーザ入力の入力手段は、テンキーやキーボードやマウスやメニュー画面によるもの等、何でも良い。受付部11は、テンキーやキーボード等の入力手段のデバイスドライバーや、メニュー画面の制御ソフトウェア等で実現され得る。なお、受付部11は、ユーザ入力を、ユーザの端末装置から受信しても良い。
The transmission information is information transmitted from the user to the SNS. The SNS is, for example, facebook (registered trademark), twitter (registered trademark), LINE (registered trademark), Instagram (registered trademark), or the like. “Reception” usually refers to reception of information input from an input device and reception of information transmitted via a wired or wireless communication line, but is read from a recording medium such as an optical disk, a magnetic disk, or a semiconductor memory. It is a concept that includes accepting information that has been issued. Examples of the input device include a phantom, a keyboard, a mouse, and a touch panel. The input means for user input may be anything such as a numeric keypad, keyboard, mouse or menu screen. The receiving unit 11 can be realized by a device driver for input means such as a numeric keypad or a keyboard, control software for a menu screen, and the like. The receiving unit 11 may receive user input from the user terminal device.
処理部12は、各種の処理を行う。各種の処理とは、例えば、内面情報取得部121、ゲーム要素決定部122が行う処理である。また、処理部12は、例えば、格納部10のアンケート情報を出力する。ここで、出力とは、ディスプレイへの表示、音出力、外部の装置への送信、記録媒体への蓄積、他の処理装置や他のプログラムなどへの処理結果の引渡しなどを含む概念である。また、処理部12は、例えば、ユーザ識別子を用いて、当該ユーザ識別子で識別されるユーザの発信情報をSNSサーバから取得する。そして、処理部12は、例えば、与えられた内面情報とユーザ入力との組、多数に対して学習処理を行い、上述した学習情報を取得する。なお、かかる学習情報を取得する処理は公知技術であるので、詳細な説明を省略する。
The processing unit 12 performs various processes. The various processes are processes performed by the inner surface information acquisition unit 121 and the game element determination unit 122, for example. Moreover, the process part 12 outputs the questionnaire information of the storage part 10, for example. Here, the output is a concept including display on a display, sound output, transmission to an external device, accumulation in a recording medium, delivery of a processing result to another processing device or another program, and the like. Moreover, the process part 12 acquires the transmission information of the user identified by the said user identifier from a SNS server using a user identifier, for example. And the process part 12 performs a learning process with respect to the group and many of the given inner surface information and user input, for example, and acquires the learning information mentioned above. In addition, since the process which acquires this learning information is a well-known technique, detailed description is abbreviate | omitted.
内面情報取得部121は、ユーザ入力の一部または全部を用いて、ユーザの内面に関する情報である内面情報を取得する。内面情報取得部121は、ユーザ入力の一部または全部を、上述した学習情報に適用し、内面情報を取得する。かかる内面情報を取得するアルゴリズムは、例えば、深層学習、SVR等の機械学習である。なお、ここでの内面情報は、内面ベクトルでも良いし、スカラーである内面識別子等でも良い。
The inner surface information acquisition unit 121 acquires inner surface information, which is information about the inner surface of the user, using part or all of the user input. The inner surface information acquisition unit 121 applies part or all of the user input to the learning information described above, and acquires inner surface information. The algorithm for acquiring such inner surface information is machine learning such as deep learning and SVR, for example. The inner surface information here may be an inner surface vector, an inner surface identifier that is a scalar, or the like.
例えば、格納部10に、スカラーである内面識別子とベクトルとの組を格納しており、内面情報取得部121は、ユーザ入力をベクトル化し、当該ベクトルに最も近いベクトルに対応する内面識別子を取得しても良い。なお、内面識別子は、例えば、「外交的」「内向的」の2つのうちのいずれかでも良いし、上述したCP,NP,A,FC,ACの5つの特性値のうちのいずれかでも良いし、Webページ(URL:http://www.seikakushindan.info/)に記載されているような16種類の性格のタイプのうちのいずれかでも良いし、Webページ(URL:http://www55.channel.or.jp/human_labo/index236.php)に記載されているような236種類の性格のタイプのうちのいずれか等でも良い。また、格納部10に内面識別子と対に格納されているベクトルは、SNSの文章またはアンケートの回答から取得された文書ベクトルでも良いし、ユーザのゲーム操作から得られる操作列のベクトル等でも良い。
For example, a pair of scalar inner surface identifiers and vectors is stored in the storage unit 10, and the inner surface information acquisition unit 121 vectorizes the user input and acquires an inner surface identifier corresponding to the vector closest to the vector. May be. The inner surface identifier may be, for example, any one of “diplomatic” and “introverted”, or any one of the above-described five characteristic values of CP, NP, A, FC, and AC. Any one of the 16 types of personalities described in the Web page (URL: http://www.seikakushindan.info/) may be used, and the Web page (URL: http: // www55 .channel.or.jp / human_labo / index236.php) may be any of 236 personality types as described in FIG. Further, the vector stored in the storage unit 10 as a pair with the inner surface identifier may be a document vector acquired from an SNS text or a questionnaire response, an operation sequence vector obtained from a user's game operation, or the like.
内面情報取得部121は、例えば、操作情報を用いて、内面情報を取得する。内面情報取得部121は、例えば、ユーザのゲームの操作から得られた操作情報を、学習情報に適用し、内面情報を取得する。内面情報取得部121は、例えば、ユーザのゲーム装置の操作列から、ゲームのシーンの情報をも用いて、行動を検知し、当該行動に対応する内面情報を取得しても良い。かかる場合、行動と内面情報との対応情報が格納部10に格納されている。
The inner surface information acquisition unit 121 acquires inner surface information using, for example, operation information. The inner surface information acquisition unit 121 applies, for example, operation information obtained from a user's game operation to learning information, and acquires inner surface information. For example, the inner surface information acquisition unit 121 may detect an action from the operation sequence of the game device of the user using the information of the game scene, and acquire the inner surface information corresponding to the action. In such a case, correspondence information between the action and the inner surface information is stored in the storage unit 10.
例えば、ゲームの遂行中に、ユーザに対応するゲームの主人公が、突然背後から攻撃された時に、内面情報取得部121は、ガチャガチャと無造作にコントローラーを押す操作を検知した場合、内面情報「焦り」を取得する。また、例えば、ゲームの遂行中に、ユーザに対応するゲームの主人公が、突然背後から攻撃された時に、内面情報取得部121は、攻撃ボタンの押下を検知した場合、内面情報「攻撃」を取得する。また、例えば、ゲームの遂行中に、ユーザに対応するゲームの主人公が、突然背後から攻撃された時に、内面情報取得部121は、攻撃に対する回避行動を検知した場合、内面情報「逃げ」を取得する。また、例えば、ゲームの遂行中に、ユーザに対応するゲームの主人公が、突然背後から攻撃された時に、内面情報取得部121は、攻撃に対するガードの行動を検知した場合、内面情報「冷静」を取得する。
For example, when the main character of the game corresponding to the user is suddenly attacked from behind during the execution of the game, if the inner surface information acquisition unit 121 detects an operation to push the controller in a random manner, the inner surface information “impression” To get. In addition, for example, when the main character of the game corresponding to the user is suddenly attacked from behind while the game is being performed, the inner surface information acquisition unit 121 acquires the inner surface information “attack” when the pressing of the attack button is detected. To do. Also, for example, when the main character of the game corresponding to the user is suddenly attacked from behind during the execution of the game, the inner surface information acquisition unit 121 acquires the inner surface information “escape” when the avoidance action against the attack is detected. To do. In addition, for example, when the main character of the game corresponding to the user is suddenly attacked from behind during the execution of the game, the inner surface information acquisition unit 121 detects the inner surface information “cool” when the guard action against the attack is detected. get.
内面情報取得部121は、例えば、回答情報を用いて、内面情報を取得する。内面情報取得部121は、例えば、1以上の回答情報から文書ベクトルを構成し、当該文書ベクトルを学習情報に適用し、内面情報を取得する。内面情報取得部121は、例えば、ゲームの開始前に、ゲーム装置1が出力したアンケート情報に対応する回答情報を用いて、内面情報を取得する。
The inner surface information acquisition unit 121 acquires inner surface information using, for example, answer information. For example, the inner surface information acquisition unit 121 configures a document vector from one or more pieces of answer information, applies the document vector to learning information, and acquires inner surface information. The inner surface information acquisition unit 121 acquires inner surface information using, for example, answer information corresponding to questionnaire information output by the game apparatus 1 before the game is started.
内面情報取得部121は、例えば、1以上の発信情報を用いて、内面情報を取得する。内面情報取得部121は、例えば、一のユーザの1以上の発信情報から文書ベクトルを構成し、当該文書ベクトルを学習情報に適用し、内面情報を取得する。内面情報取得部121は、例えば、ゲームの開始前に、ゲーム装置1が出力したアンケート情報に対応する回答情報を用いて、内面情報を取得する。
The inner surface information acquisition unit 121 acquires inner surface information using, for example, one or more pieces of transmission information. For example, the inner surface information acquisition unit 121 configures a document vector from one or more pieces of transmission information of one user, applies the document vector to learning information, and acquires inner surface information. The inner surface information acquisition unit 121 acquires inner surface information using, for example, answer information corresponding to questionnaire information output by the game apparatus 1 before the game is started.
内面情報取得部121は、例えば、1以上の発信情報、1以上の回答情報、1以上の操作情報のうちの2種類以上の情報を用いて、内面情報を取得する。内面情報取得部121は、例えば、1以上の発信情報、1以上の回答情報、1以上の操作情報のうちの2種類以上の情報からベクトルを取得し、当該ベクトルを学習情報に適用し、内面情報を取得する。
The inner surface information acquisition unit 121 acquires inner surface information using, for example, two or more types of information of one or more transmission information, one or more answer information, and one or more operation information. For example, the inner surface information acquisition unit 121 acquires a vector from two or more types of information of one or more transmission information, one or more answer information, and one or more operation information, applies the vector to the learning information, Get information.
内面情報取得部121は、ゲームが進行され、ユーザによるゲームの操作が行われ、操作情報が蓄積されていく過程で、定期的または常時または予め決められたタイミングで、上述した種々の処理のうちの一の処理により、内面情報を取得する。ただし、内面情報取得部121が内面情報を取得するタイミングは問わない。内面情報取得部121は、ゲームの開始前に、ユーザ入力の一部または全部を用いて、内面情報を取得しても良い。また、内面情報取得部121は、ゲームの進行中に、操作情報を用いて、内面情報を取得しても良い。内面情報取得部121は、ゲームの進行中に、操作情報と、1以上の発信情報と1以上の回答情報のうちの1種類以上の情報とを用いて、内面情報を取得しても良い。内面情報取得部121が使用する操作情報は、今回のゲームの開始時以降からの操作情報だけでも良いし、前回のゲーム終了前に入力された操作情報(適宜、履歴操作情報という。)だけでも良いし、前回のゲーム終了前に入力された操作情報と履歴操作情報の両方を用いても良い。なお、今回のゲームの開始時以降からの操作情報とは、電源を投入するまたはゲームアプリを立ち上げて、ゲームを開始した後からの操作情報である。
The inner surface information acquisition unit 121 is a process in which the game is progressed, the game operation by the user is performed, and the operation information is accumulated. The inner surface information is acquired by one process. However, the timing at which the inner surface information acquisition unit 121 acquires the inner surface information does not matter. The inner surface information acquisition unit 121 may acquire inner surface information using part or all of the user input before the start of the game. Further, the inner surface information acquisition unit 121 may acquire the inner surface information using the operation information while the game is in progress. The inner surface information acquisition unit 121 may acquire the inner surface information using the operation information, one or more kinds of transmission information, and one or more types of information among the one or more answer information during the game. The operation information used by the inner surface information acquisition unit 121 may be only operation information after the start of the current game, or only operation information input before the end of the previous game (referred to as history operation information as appropriate). Alternatively, both operation information input before the end of the previous game and history operation information may be used. The operation information after the start of the current game is operation information after the game is started by turning on the power or starting up the game application.
ゲーム要素決定部122は、内面情報取得部121が取得した内面情報に基づいて、ゲームで使用するゲーム要素を決定する。なお、ゲーム要素の決定とは、ゲーム要素の選択でも良いし、ゲーム要素の生成でも良い。ゲーム要素の決定とは、ゲーム要素が最終的に取得できれば良い。
The game element determination unit 122 determines a game element to be used in the game based on the inner surface information acquired by the inner surface information acquisition unit 121. The determination of the game element may be selection of a game element or generation of a game element. The determination of the game element is sufficient if the game element can be finally acquired.
ゲーム要素とは、武器、ストーリー識別子、ゲーム画面を構成する背景、性格識別子などである。ストーリー識別子とはゲームのストーリーを決定する識別子であれば良く、例えば、ID、プログラム内の飛び先の番地等である。性格識別子は、ゲームの登場人物の性格を識別する情報であれば良く、例えば、ID、性格を特定するベクトル等である。
Game elements include weapons, story identifiers, backgrounds constituting game screens, personality identifiers, and the like. The story identifier may be an identifier that determines the story of the game, and is, for example, an ID or a jump destination address in the program. The personality identifier may be information that identifies the personality of the characters in the game, and is, for example, an ID, a vector that specifies the personality, or the like.
ゲーム要素決定部122は、例えば、内面情報に対応する武器を取得する。
The game element determination unit 122 acquires, for example, a weapon corresponding to the inner surface information.
ここで、武器の取得とは、武器の生成が好適であるが、武器の選択でも良い。武器の生成とは、例えば、内面情報の数値に基づいて、例えば、モーフィング技術を用いて、武器(例えば、基本となる武器である基本武器)を変形する処理である。ゲーム要素決定部122は、例えば、内面情報に対応する武器の画像を格納部10から取得する。また、ゲーム要素決定部122は、例えば、ベクトルである内面情報の要素の値の割合で、内面情報の各要素に対応する武器の画像を合成するモーフィング処理を行い、武器を生成する。なお、武器の生成とは、武器の画像の生成である。例えば、内面情報取得部121が取得した内面情報(CP,NP,A,FC,AC)が(0.3,0.1,0.2,0,0.4)である場合、CPに対応する武器画像が「0.3」、NPに対応する武器画像が「0.1」、Aに対応する武器画像が「0.2」、ACに対応する武器画像が「0.4」の割合で武器画像を合成する処理を行い、新たな武器画像を得る。かかる武器画像の生成処理は、公知のモーフィング技術により実現できるので、詳細な説明は省略する。
Here, acquisition of weapons is preferably weapon generation, but may also be weapon selection. For example, the generation of a weapon is a process of transforming a weapon (for example, a basic weapon that is a basic weapon) using, for example, a morphing technique based on the numerical value of the inner surface information. The game element determination unit 122 acquires, for example, a weapon image corresponding to the inner surface information from the storage unit 10. In addition, the game element determination unit 122 performs a morphing process that synthesizes a weapon image corresponding to each element of the inner surface information at a ratio of the element value of the inner surface information that is a vector, for example, and generates a weapon. Note that the generation of weapons refers to generation of weapon images. For example, when the inner surface information (CP, NP, A, FC, AC) acquired by the inner surface information acquisition unit 121 is (0.3, 0.1, 0.2, 0, 0.4), it corresponds to CP. Ratio of the weapon image corresponding to NP to “0.1”, the weapon image corresponding to A to “0.2”, and the weapon image corresponding to AC to “0.4” A process for synthesizing weapon images is performed to obtain a new weapon image. Since the weapon image generation process can be realized by a known morphing technique, a detailed description thereof will be omitted.
また、ゲーム要素決定部122は、例えば、内面情報に対応するストーリー識別子を取得する。ゲーム要素決定部122は、例えば、予め決められたゲームのシーンが出現した場合に、内面情報を用いて、ストーリー識別子を取得する。例えば、格納部10に格納されているシーンの情報が「敵勢力からの襲撃を受け、緊急作戦会議が催される」というシーンの情報であり、ゲームの遂行に従い、かかるシーンになった場合に、取得されている内面情報(CP,NP,A,FC,AC)のうち、最も大きい値がCPである場合、ストーリー識別子「cp」を取得し、最も大きい値がNPである場合、ストーリー識別子「cp」を取得し、最も大きい値がCPである場合、ストーリー識別子「np」を取得し、最も大きい値がAである場合、ストーリー識別子「a」を取得し、最も大きい値がFCである場合、ストーリー識別子「fc」を取得し、最も大きい値がACである場合、ストーリー識別子「ac」を取得する。なお、CPは「支配性」、NPは「寛容性」、Aは「論理性」、FCは「奔放性」、ACは「協調性」に関する。
In addition, the game element determination unit 122 acquires, for example, a story identifier corresponding to the inner surface information. For example, when a predetermined game scene appears, the game element determination unit 122 acquires the story identifier using the inner surface information. For example, the information of the scene stored in the storage unit 10 is information of a scene that "there is an attack from an enemy force and an emergency operation meeting is held". Of the acquired internal information (CP, NP, A, FC, AC), when the largest value is CP, the story identifier “cp” is obtained. When the largest value is NP, the story identifier “ cp ”, when the largest value is CP, the story identifier“ np ”is obtained, when the largest value is A, the story identifier“ a ”is obtained, and the largest value is FC The story identifier “fc” is acquired, and when the largest value is AC, the story identifier “ac” is acquired. Note that CP is related to “dominance”, NP is related to “tolerance”, A is related to “logic”, FC is related to “relaxation”, and AC is related to “cooperation”.
なお、ストーリー識別子「a」に対応するストーリーは、例えば、詳しい情報を与えられた後、意見を求められる、というゲームの流れ(ストーリー)になる。さらに具体的には、例えば、「慌ただしい状況の中、いつも会議室として使われている部屋に呼ばれた。リーダーの話によると、このアジトに敵勢力が攻め込んできたとのこと。「敵はどうやら本格的に俺達を潰しにきてるみたいだ。現在上がっている報告によれば、敵勢力はおよそ〇〇。確認されている能力は――」「こちらも既に損害を受けている、打って出るべきか・・・」ここで主人公は自分の意見をリーダーに進言することができる。」というストーリーになる。
Note that the story corresponding to the story identifier “a” has a game flow (story) in which, for example, detailed information is given and an opinion is requested. More specifically, for example, “In a busy situation, I was called into a room that was always used as a conference room. According to the leader, enemy forces have invaded this hideout. It seems that they are trying to crush us in earnest.According to a report that is currently going up, the enemy power is about 0. The ability that has been confirmed-"" This is already damaged, should be hit "..." Here the hero can give his opinion to the leader. It ’s a story.
また、ストーリー識別子「np」に対応するストーリーは、例えば、「部屋の外が騒がしい。そう思っていると、激しく扉をたたく音がする。扉を開けると、そこには仲間の一人がいる。「ここが敵に見つかった。今、攻撃を受けている!」アジトが襲撃を受けたという報せ。「とにかくまずは非戦闘員の避難を優先だ」既にリーダーから受けている指令を聞いて、行動に移す。」というストーリーになる。
In addition, the story corresponding to the story identifier “np” is, for example, “Noisy outside the room. If you think so, it makes a sound of knocking the door violently. When you open the door, there is one of your friends. “This is found by the enemy. Now under attack!” Report that Ajito was attacked. “Anyway, priority is given to the evacuation of non-combatants first.” Listen to the directives you have already received from the leader, and move to action. It ’s a story.
その他、ストーリー識別子に応じたストーリーを実行するプログラムの箇所にジャンプし、ゲーム遂行部13により、ゲームが遂行される。
In addition, the game is executed by the game execution unit 13 by jumping to a program section for executing a story corresponding to the story identifier.
また、ゲーム要素決定部122は、例えば、内面情報に対応する背景を取得する。ゲーム要素決定部122は、例えば、取得されている内面情報(CP,NP,A,FC,AC)のうち、最も大きい値に対応する背景を取得する。なお、かかる場合、内面情報を構成する要素の識別子に対応付けて、格納部10に背景が格納されている。また、ゲーム要素決定部122は、例えば、内面情報(CP,NP,A,FC,AC)が合致する条件に対応する背景を取得する。なお、かかる場合、格納部10に、条件と対応付けて背景が格納されている。ゲーム要素決定部122は、合致する条件が2以上存在する場合、一の背景を選択しても良いし、2以上の背景を合成する等しても良い。なお、背景に対応付いている条件とは、例えば、「NP>=閾値(例えば、0.4)」、「CP<閾値(例えば、0.1)」、「FC>=閾値(例えば、0.7) AND A<閾値(例えば、0.1)」等である。
In addition, the game element determination unit 122 acquires a background corresponding to the inner surface information, for example. The game element determination part 122 acquires the background corresponding to the largest value among the acquired inner surface information (CP, NP, A, FC, AC), for example. In such a case, the background is stored in the storage unit 10 in association with the identifier of the element constituting the inner surface information. Moreover, the game element determination part 122 acquires the background corresponding to the conditions where inner surface information (CP, NP, A, FC, AC) matches, for example. In such a case, the background is stored in the storage unit 10 in association with the condition. The game element determination unit 122 may select one background when there are two or more matching conditions, or may combine two or more backgrounds. The conditions associated with the background are, for example, “NP> = threshold value (eg, 0.4)”, “CP <threshold value (eg, 0.1)”, “FC> = threshold value (eg, 0). .7) AND A <threshold value (for example, 0.1) ”.
また、ゲーム要素決定部122は、例えば、内面情報に対応する性格識別子を取得する。ゲーム要素決定部122は、例えば、予め決められたゲームのシーンが出現した場合に、内面情報を用いて、性格識別子を取得する。ゲーム要素決定部122は、例えば、取得されている内面情報(CP,NP,A,FC,AC)のうち、最も大きい値に対応する性格識別子を、主人公の性格識別子として登録する。なお、かかる場合、内面情報の要素の識別子に対応付けて、性格識別子が格納部10に格納されている。
Moreover, the game element determination part 122 acquires the personality identifier corresponding to inner surface information, for example. For example, when a predetermined game scene appears, the game element determination unit 122 acquires the personality identifier using the inner surface information. For example, the game element determination unit 122 registers the personality identifier corresponding to the largest value among the acquired inner surface information (CP, NP, A, FC, AC) as the personality personality identifier. In this case, the personality identifier is stored in the storage unit 10 in association with the identifier of the element of the inner surface information.
ゲーム要素決定部122は、ゲームの進行に従って、例えば、「意識を失っていた主人公が目を覚ました」という、予め決められたシーンになったことを検知した、とする。そして、主人公を心配していたキャラAが居たとする。かかる場合、例えば、取得された内面情報のうち、最も大きい値がACである場合、ゲーム要素決定部122は、「主人公が「対等な一人の仲間」として心配される」シーンに、ゲームをジャンプさせる。また、例えば、取得された内面情報のうち、最も大きい値がCPである場合、ゲーム要素決定部122は、「主人公が「頼れる仲間」として心配される」シーンに、ゲームをジャンプさせる。
Suppose that the game element determination unit 122 detects that a predetermined scene such as “the hero who has lost consciousness has awakened” has been detected as the game progresses. Assume that there is a character A who was worried about the hero. In such a case, for example, when the largest value of the acquired inner surface information is AC, the game element determination unit 122 jumps the game to a scene where “the main character is worried as“ an equivalent friend ”” Let Further, for example, when the largest value of the acquired inner surface information is CP, the game element determination unit 122 causes the game to jump to a scene where “the main character is worried as“ a reliable friend ””.
ゲーム遂行部13は、ゲーム要素決定部122が決定したゲーム要素を用いて、ユーザの操作(通常、操作情報)に従って、ゲームを遂行する。操作情報は、ユーザ入力のうちのゲームに対する操作を示す情報である。操作情報は、例えば、押下されたキーの識別子、操作された際の強度や方向を示す情報等の操作のプリミティブが情報である。ただし、操作情報は、例えば、操作のプリミティブが情報から取得される操作の意味を示す情報でも良い。ゲーム遂行部13は、ゲームの遂行に従って、操作情報を図示しないバッファまたは格納部10に蓄積することは好適である。
The game execution unit 13 uses the game element determined by the game element determination unit 122 to execute the game according to a user operation (usually operation information). The operation information is information indicating an operation on a game among user inputs. The operation information is, for example, an operation primitive such as an identifier of a pressed key and information indicating the strength and direction when the key is operated. However, the operation information may be information indicating the meaning of an operation in which an operation primitive is acquired from the information, for example. It is preferable that the game execution unit 13 accumulates the operation information in a buffer or storage unit 10 (not shown) according to the execution of the game.
ゲーム遂行部13は、ゲーム要素決定部122が取得したストーリー識別子に対応するストーリーのゲームを遂行することは好適である。ゲーム遂行部13は、例えば、ゲーム要素決定部122がジャンプさせたシーンから、ゲームの遂行を行う。
It is preferable that the game execution unit 13 execute a game of a story corresponding to the story identifier acquired by the game element determination unit 122. For example, the game execution unit 13 performs the game from the scene jumped by the game element determination unit 122.
ゲーム遂行部13は、ゲーム要素決定部122が取得した性格識別子を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行することは好適である。
It is preferable that the game execution unit 13 execute the game according to the operation information regarding the operation on the game among the user inputs, using the personality identifier acquired by the game element determination unit 122.
ゲーム遂行部13は、ゲームの遂行中に、例えば、画面や音声や音等を出力する。ここで、出力とは、画面への表示、スピーカーを通しての音出力でも良いが、ユーザの端末装置への送信でも良い。
The game execution unit 13 outputs, for example, a screen, voice, sound, and the like during the execution of the game. Here, the output may be display on a screen, sound output through a speaker, or transmission to a user terminal device.
また、ゲーム遂行部13は、公知技術により実現可能であるので、詳細な説明は省略する。
Further, since the game execution unit 13 can be realized by a known technique, a detailed description is omitted.
格納部10は、不揮発性の記録媒体が好適であるが、揮発性の記録媒体でも実現可能である。
The storage unit 10 is preferably a non-volatile recording medium, but can also be realized by a volatile recording medium.
処理部12、ゲーム遂行部13、内面情報取得部121、およびゲーム要素決定部122は、通常、MPUやメモリ等から実現され得る。処理部12等の処理手順は、通常、ソフトウェアで実現され、当該ソフトウェアはROM等の記録媒体に記録されている。但し、ハードウェア(専用回路)で実現しても良い。
The processing unit 12, the game execution unit 13, the inner surface information acquisition unit 121, and the game element determination unit 122 can be usually realized by an MPU, a memory, or the like. The processing procedure of the processing unit 12 or the like is usually realized by software, and the software is recorded on a recording medium such as a ROM. However, it may be realized by hardware (dedicated circuit).
次に、ゲーム装置1の動作について、図2のフローチャートを用いて説明する。
Next, the operation of the game apparatus 1 will be described using the flowchart of FIG.
(ステップS201)受付部11は、ユーザ入力を受け付けたか否かを判断する。ユーザ入力を受け付けた場合はステップS202に行き、ユーザ入力を受け付けない場合はステップS201に戻る。
(Step S201) The accepting unit 11 determines whether or not a user input has been accepted. If user input is accepted, the process goes to step S202. If user input is not accepted, the process returns to step S201.
(ステップS202)内面情報取得部121は、内面情報を取得するタイミングであるか否かを判断する。内面情報を取得するタイミングである場合はステップS203に行き、内面情報を取得するタイミングでない場合はステップS204に行く。
(Step S202) The inner surface information acquisition unit 121 determines whether it is time to acquire the inner surface information. If it is time to acquire the inner surface information, go to step S203, and if it is not time to acquire the inner surface information, go to step S204.
(ステップS203)内面情報取得部121は、ステップS201で受け付けられたユーザ入力の一部または全部を用いて、内面情報を取得する。ステップS201に戻る。なお、過去に受け付けられたユーザ入力が格納部10に格納されており、かかるユーザ入力を用いて、内面情報を取得しても良い。また、内面情報を取得する処理について、図3のフローチャートを用いて説明する。
(Step S203) The inner surface information acquisition unit 121 acquires inner surface information by using part or all of the user input received in step S201. The process returns to step S201. In addition, the user input accepted in the past may be stored in the storage unit 10, and the inner surface information may be acquired using the user input. Moreover, the process which acquires inner surface information is demonstrated using the flowchart of FIG.
(ステップS204)ゲーム遂行部13は、ゲームを遂行するか否かを判断する。ゲームを遂行する場合はステップS205に行き、ゲームを遂行しない場合はステップS206に行く。なお、ゲーム遂行部13は、ゲームの遂行の操作が受け付けられ、ゲームを遂行すること、または何らの操作を受け付けられていないがゲームを遂行することを認識可能である。
(Step S204) The game executing unit 13 determines whether or not to execute the game. If the game is to be performed, the process goes to step S205. If the game is not to be executed, the process goes to step S206. It should be noted that the game execution unit 13 can recognize that an operation for executing the game is accepted and the game is executed, or that no operation is accepted but the game is executed.
(ステップS205)ゲーム遂行部13は、ユーザ入力に従って、かつ内面情報を使用して、ゲームを遂行する。ゲームを遂行する処理について図4のフローチャートを用いて説明する。
(Step S205) The game executing unit 13 executes the game according to the user input and using the inner surface information. The process for executing the game will be described with reference to the flowchart of FIG.
(ステップS206)ゲーム遂行部13は、ゲームを終了するか否かを判断する。ゲームを終了する場合はステップS207に行き、ゲームを終了しない場合はステップS201に戻る。なお、通常、ユーザ入力がゲーム終了の指示である場合に、ゲーム遂行部13は、ゲームを終了する、と判断する。
(Step S206) The game executing unit 13 determines whether or not to end the game. If the game is to end, go to step S207; otherwise, return to step S201. Normally, when the user input is an instruction to end the game, the game executing unit 13 determines to end the game.
(ステップS207)ゲーム遂行部13は、ゲームを終了する
(Step S207) The game execution unit 13 ends the game.
次に、ステップS202の内面情報取得処理について、図3のフローチャートを用いて説明する。
Next, the inner surface information acquisition process in step S202 will be described with reference to the flowchart of FIG.
(ステップS301)内面情報取得部121は、内面情報の取得に使用するユーザ入力を取得する。
(Step S301) The inner surface information acquisition unit 121 acquires a user input used for acquiring inner surface information.
(ステップS302)内面情報取得部121は、ステップS301で取得したユーザ入力を解析する。なお、ユーザ入力の解析とは、例えば、文章群から文書ベクトルを取得すること、ユーザの操作から1以上の操作情報を取得すること等である。
(Step S302) The inner surface information acquisition unit 121 analyzes the user input acquired in Step S301. The user input analysis includes, for example, obtaining a document vector from a sentence group, obtaining one or more pieces of operation information from a user operation, and the like.
(ステップS303)内面情報取得部121は、ステップS302における解析結果を用いて、内面情報を取得し、格納部10に蓄積する。上位処理にリターンする。なお、ユーザ入力を用いて内面情報を取得する処理の詳細は上述したので、ここでの説明は省略する。
(Step S303) The inner surface information acquisition unit 121 acquires the inner surface information using the analysis result in step S302 and accumulates it in the storage unit 10. Return to upper process. Note that the details of the process of acquiring the inner surface information using the user input have been described above, and a description thereof will be omitted here.
次に、ステップS205のゲーム遂行処理について図4のフローチャートを用いて説明する。
Next, the game execution process in step S205 will be described with reference to the flowchart of FIG.
(ステップS401)ゲーム要素決定部122は、ゲーム要素の決定のために使用する内面情報を取得する。ここで、ゲーム要素決定部122は、格納部10の内面情報を取得しても良いし、内面情報取得部121に内面情報の取得を指示し、内面情報取得部121が取得した内面情報を得ても良い。
(Step S401) The game element determination unit 122 acquires inner surface information used for determining a game element. Here, the game element determination unit 122 may acquire the inner surface information of the storage unit 10, instruct the inner surface information acquisition unit 121 to acquire the inner surface information, and obtain the inner surface information acquired by the inner surface information acquisition unit 121. May be.
(ステップS402)ゲーム要素決定部122は、武器を取得するか否かを判断する。武器を取得する場合はステップS403に行き、武器を取得しない場合はステップS404に行く。
(Step S402) The game element determination unit 122 determines whether or not to acquire a weapon. When acquiring a weapon, go to step S403, and when not acquiring a weapon, go to step S404.
(ステップS403)ゲーム要素決定部122は、ステップS401で取得された内面情報を用いて、武器を取得する。
(Step S403) The game element determination unit 122 acquires a weapon using the inner surface information acquired in step S401.
(ステップS404)ゲーム要素決定部122は、ストーリーを決定するか否かを判断する。ストーリーを決定する場合はステップS405に行き、ストーリーを決定しない場合はステップS406に行く。
(Step S404) The game element determination unit 122 determines whether or not to determine a story. If the story is determined, the process goes to step S405. If the story is not determined, the process goes to step S406.
(ステップS405)ゲーム要素決定部122は、ステップS401で取得された内面情報を用いて、ストーリー識別子を取得する。なお、ストーリー識別子の取得とは、例えば、対応するストーリーの箇所にジャンプすることである。
(Step S405) The game element determination unit 122 acquires the story identifier using the inner surface information acquired in step S401. In addition, acquisition of a story identifier is jumping to the location of a corresponding story, for example.
(ステップS406)ゲーム要素決定部122は、武器とストーリー以外のゲーム要素を決定するか否かを判断する。他のゲーム要素を決定する場合はステップS407に行き、他のゲーム要素を決定しない場合はステップS408に行く。なお、他のゲーム要素とは、例えば、登場人物の性格識別子、ゲームの背景画像等である。
(Step S406) The game element determination unit 122 determines whether to determine game elements other than weapons and stories. If another game element is to be determined, go to step S407, and if no other game element is to be determined, go to step S408. The other game elements are, for example, character personality identifiers, game background images, and the like.
(ステップS407)ゲーム要素決定部122は、ステップS401で取得された内面情報を用いて、他のゲーム要素を取得する。
(Step S407) The game element determination unit 122 acquires another game element using the inner surface information acquired in step S401.
(ステップS409)ゲーム遂行部13は、取得されたゲーム要素を用いて、ゲームを遂行する。上位処理にリターンする。
(Step S409) The game execution unit 13 executes the game using the acquired game elements. Return to upper process.
以下、本実施の形態におけるゲーム装置1の具体的な動作について説明する。
Hereinafter, a specific operation of the game apparatus 1 in the present embodiment will be described.
今、格納部10は、図5に示す武器画像管理表を格納している。武器画像管理表は、武器画像を管理する表である。図5の各武器画像は、ユーザの内面情報に応じた武器画像を生成するために用いられる画像である。武器画像管理表は、「ID」「武器」を有するレコードを複数格納している。「ID=基本」に対応する「武器」の画像は、基本となる武器画像である。「ID=CP」に対応する「武器」の画像は、内面情報の要素「CP」に対応する武器画像である。その他のIDの画像も、内面情報の各要素に対応する武器画像である。
Now, the storage unit 10 stores the weapon image management table shown in FIG. The weapon image management table is a table for managing weapon images. Each weapon image in FIG. 5 is an image used to generate a weapon image according to the inner surface information of the user. The weapon image management table stores a plurality of records having “ID” and “weapon”. The “weapon” image corresponding to “ID = basic” is a basic weapon image. The “weapon” image corresponding to “ID = CP” is a weapon image corresponding to the element “CP” of the inner surface information. The other ID images are also weapon images corresponding to each element of the inner surface information.
また、格納部10は、図6に示す背景画像管理表を格納している。背景画像管理表は、内面情報に関する条件に対応付く背景画像を管理する表である。背景画像管理表は、「条件」「背景」の属性値を有するレコードを複数管理している。
The storage unit 10 stores a background image management table shown in FIG. The background image management table is a table for managing background images associated with conditions relating to inner surface information. The background image management table manages a plurality of records having attribute values of “condition” and “background”.
さらに、格納部10には、上述した学習情報が格納されている、とする。学習情報は、内面ベクトルとSNSに投稿された文書から取得された文書ベクトルとの組を、例えば、深層学習により、多数、学習させた情報である。また、学習情報は、内面ベクトルとアンケートの1以上の回答から取得された文書ベクトルとの組を、例えば、深層学習により、多数、学習させた情報である。なお、学習情報は、内面ベクトルと、SNSに投稿された文書およびアンケートの1以上の回答から取得された文書ベクトルとの組を、例えば、深層学習により、多数、学習させた情報でも良い。なお、内面ベクトルは、内面情報の一例であり、ここでは、(CP,NP,A,FC,AC)の5つの要素の値を有する。
Further, it is assumed that the storage unit 10 stores the learning information described above. The learning information is information obtained by learning a large number of pairs of inner surface vectors and document vectors acquired from documents posted to the SNS, for example, by deep learning. The learning information is information obtained by learning a large number of pairs of inner surface vectors and document vectors acquired from one or more answers of a questionnaire, for example, by deep learning. Note that the learning information may be information obtained by learning a large number of pairs of inner surface vectors and document vectors obtained from one or more answers of documents submitted to the SNS and questionnaires, for example, by deep learning. The inner surface vector is an example of inner surface information, and has values of five elements (CP, NP, A, FC, AC) here.
かかる状況において、ゲーム装置1の内面情報取得部121は、事前に、当該ゲーム装置1に登録された1以上の各ユーザのユーザ識別子を用いて、ユーザごとに、当該ユーザがSNSに発信した発信情報を1または2以上のSNSサーバから取得し、取得した文書群から、例えば、Wrod2Vecを用いて、文書ベクトルを生成し、当該文書ベクトルをユーザ識別子に対応付けて蓄積しておく。なお、SNSサーバは、例えば、Twitterのサーバ、facebookのサーバである。
In such a situation, the inner surface information acquisition unit 121 of the game apparatus 1 uses the user identifier of each of one or more users registered in the game apparatus 1 in advance, and the user transmits to the SNS for each user. Information is acquired from one or more SNS servers, a document vector is generated from the acquired document group using, for example, Wrod2Vec, and the document vector is stored in association with a user identifier. The SNS server is, for example, a Twitter server or a facebook server.
また、ユーザAがゲームを開始しようと、図示しないユーザ端末からゲーム装置1にアクセスし、ゲーム装置1のゲームを起動させた、とする。すると、ゲーム装置1は、「あなたの得意なことは?」「あなたの行きたい場所は?」「あなたは思う自分のIQを入力してください。」等の2以上の設問を、順次、ユーザ端末に送信する。そして、ユーザ端末が受信し、出力した各設問に対して、ユーザAは、回答情報を入力する。すると、ユーザ端末は回答情報を受け付け、回答情報をゲーム装置1に送信する。
Further, it is assumed that the user A accesses the game apparatus 1 from a user terminal (not shown) and starts the game of the game apparatus 1 in order to start the game. Then, the game apparatus 1 sequentially asks the user two or more questions such as “What are you good at?” “Where do you want to go?” “Please enter your IQ” Send to the terminal. Then, the user A inputs answer information for each question received and output by the user terminal. Then, the user terminal receives the answer information and transmits the answer information to the game apparatus 1.
次に、ゲーム装置1の受付部11は、2以上の回答情報を受信する。そして。内面情報取得部121は、受信された2以上の回答情報から、例えば、Wrod2Vecを用いて、文書ベクトルを取得する。
Next, the reception unit 11 of the game apparatus 1 receives two or more pieces of answer information. And then. The inner surface information acquisition unit 121 acquires a document vector from the received two or more response information using, for example, Wrod2Vec.
そして、内面情報取得部121は、ユーザAの1以上の発信情報から取得された文書ベクトル、およびユーザAの2以上の回答情報から取得された文書ベクトルを、格納部10の学習情報に適用し、深層学習により、ユーザAの内面情報を取得する。ここで、内面情報取得部121は、「(CP,NP,A,FC,AC)=(0.3,0.1,0.2,0,0.4)」という内面情報を取得した、とする。なお、1以上の発信情報から取得された文書ベクトル(第一文書ベクトル)と2以上の回答情報から取得された文書ベクトル(第二文書ベクトル)とを学習情報に適用することは、第一文書ベクトルと第二文書ベクトルとを合成した合成文書ベクトルを取得し、当該合成文書ベクトルを、深層学習により、学習情報に適用し、ユーザAの内面ベクトルを取得することでも良い。また、第一文書ベクトルと第二文書ベクトルとを学習情報に適用することは、第一文書ベクトルを学習情報に適用し、第一内面ベクトルを取得し、かつ第二文書ベクトルを学習情報に適用し、第二内面ベクトルを取得し、第一内面ベクトルと第二内面ベクトルとを用いて、最終的な内面ベクトルを取得することでも良い。第一内面ベクトルと第二内面ベクトルとを用いて、最終的な内面ベクトルを取得する処理は、第一内面ベクトルの各要素と第二内面ベクトルの各要素の値の平均値を、要素ごとに取得することでも良いし、第一内面ベクトルと第二内面ベクトルとの内積を算出すること等でも良い。
Then, the inner surface information acquisition unit 121 applies the document vector acquired from one or more transmission information of the user A and the document vector acquired from two or more answer information of the user A to the learning information in the storage unit 10. The inner surface information of the user A is acquired through deep learning. Here, the inner surface information acquisition unit 121 acquires the inner surface information of “(CP, NP, A, FC, AC) = (0.3, 0.1, 0.2, 0, 0.4)”. And Note that applying a document vector (first document vector) acquired from one or more transmission information and a document vector (second document vector) acquired from two or more response information to the learning information It is also possible to obtain a synthesized document vector obtained by synthesizing the vector and the second document vector, apply the synthesized document vector to learning information by deep learning, and obtain the inner vector of user A. Also, applying the first document vector and the second document vector to the learning information applies the first document vector to the learning information, obtains the first inner surface vector, and applies the second document vector to the learning information. Then, the second inner surface vector may be acquired, and the final inner surface vector may be acquired using the first inner surface vector and the second inner surface vector. The process of obtaining the final inner surface vector using the first inner surface vector and the second inner surface vector is performed by calculating an average value of each element of the first inner surface vector and each element of the second inner surface vector for each element. It may be obtained, or an inner product of the first inner surface vector and the second inner surface vector may be calculated.
次に、ゲーム遂行部13は、ゲームを進め、ゲーム画面をユーザ端末に送信する。
Next, the game execution unit 13 advances the game and transmits a game screen to the user terminal.
そして、ユーザ端末はゲーム画面を受信し、出力する。そして、ユーザは、画面に対して、操作を入力する。そして、ユーザ端末は、操作を受け付けごとに、操作情報を構成し、ゲーム装置1に送信する。
And the user terminal receives and outputs the game screen. Then, the user inputs an operation on the screen. Each time the user terminal accepts an operation, the user terminal configures operation information and transmits it to the game apparatus 1.
ゲーム装置は、操作情報を受信し、ゲーム遂行部13は、受信された1以上の操作情報に応じて、ゲームを進行していく。
The game device receives the operation information, and the game execution unit 13 proceeds with the game according to the received one or more operation information.
そして、内面情報取得部121は、1以上の操作情報を用いて、内面情報(0.3,0.1,0.2,0,0.4)を変更し、変更後内面情報を取得する。なお、1以上の操作情報に応じて、内面情報が変更される処理については上述した。
The inner surface information acquisition unit 121 changes the inner surface information (0.3, 0.1, 0.2, 0, 0.4) using one or more pieces of operation information, and acquires the changed inner surface information. . The process for changing the inner surface information in accordance with one or more pieces of operation information has been described above.
そして、ゲームの進行に伴って、武器が登場する場面になった、とする。すると、ゲーム要素決定部122は、変更後内面情報を用いて、図5の武器画像管理表の「ID=基本」の基本画像から、変更後内面情報の各要素の値(CPの値,NPの値,Aの値,FCの値,ACの値)の分だけ、各要素に対応する武器画像の影響を与えるように、いわゆるモーフィング技術により、基本画像を変形し、出力する武器画像を構成する。係る武器画像の例は、図7である。
Suppose that, as the game progresses, it is now a scene where weapons appear. Then, the game element determination unit 122 uses the changed inner surface information to determine the value (CP value, NP) of each element of the changed inner surface information from the basic image “ID = basic” in the weapon image management table of FIG. The so-called morphing technique is used to transform the basic image so that the weapon image corresponding to each element is affected by the value of A, A, FC, and AC). To do. An example of such a weapon image is shown in FIG.
次に、ゲーム遂行部13は、ゲームを進行し、図7の武器画像を含む画面をユーザ端末に送信する。
Next, the game execution unit 13 proceeds with the game, and transmits a screen including the weapon image of FIG. 7 to the user terminal.
次に、ユーザ端末は、図7の武器画像を含む画面を受信し、出力する。
Next, the user terminal receives and outputs the screen including the weapon image of FIG.
その後、ユーザは、ユーザ端末に対して操作を行い、ゲームを進行していく。その課程で、上述した処理により、ゲーム装置1の内面情報取得部121は、さらに受信された1以上の操作情報を用いて、内面情報を更新する。
After that, the user operates the user terminal and proceeds with the game. In the process, the inner surface information acquisition unit 121 of the game apparatus 1 updates the inner surface information by using the received one or more pieces of operation information through the above-described processing.
次に、ゲーム要素決定部122は、更新された内面情報を用いて、図7の武器画像を、上述したモーフィング技術により、変形し、例えば、図8の武器画像を得た、とする。
Next, it is assumed that the game element determination unit 122 deforms the weapon image shown in FIG. 7 using the above-described morphing technique using the updated inner surface information, for example, to obtain the weapon image shown in FIG.
そして、ゲーム遂行部13は、図8の武器画像を有する画面を構成し、ユーザ端末に送信する。
And the game execution part 13 comprises the screen which has the weapon image of FIG. 8, and transmits to a user terminal.
次に、ユーザ端末は、画面を受信し、出力する。そして、ユーザは。出力された画面に対して、操作を行い、ゲームが進行していく。
Next, the user terminal receives and outputs the screen. And the user. Operations are performed on the output screen, and the game progresses.
なお、ゲーム装置1の内面情報取得部121は、ゲームの進行状況が、図6の背景画像を使用する局面に達した場合に、それまでの1以上の操作情報をも用いて、内面情報を取得する。
Note that the inner surface information acquisition unit 121 of the game apparatus 1 uses the one or more pieces of operation information so far to obtain the inner surface information when the progress of the game has reached a situation where the background image of FIG. 6 is used. get.
次に、ゲーム要素決定部122は、取得された内面情報に合致する条件に対応する背景画像を、図6の背景画像管理表から取得する。なお、取得された内面情報が2以上の条件に合致する場合、当該2以上の条件のうちのいずれかの条件と対になる背景画像を、図6の背景画像管理表から取得する。なお、複数の条件に合致する場合、条件の優先に従って、優先順位が最も高い条件と対になる背景画像を取得しても良いし、ランダムに一の背景画像を選択する等しても良い。
Next, the game element determination unit 122 acquires a background image corresponding to the condition matching the acquired inner surface information from the background image management table of FIG. When the acquired inner surface information matches two or more conditions, a background image that is paired with any one of the two or more conditions is acquired from the background image management table of FIG. When a plurality of conditions are met, a background image that is paired with the condition with the highest priority may be acquired according to the priority of the conditions, or one background image may be selected at random.
また、上記具体例において、内面情報に応じて、ゲームのストーリーが変更されても良いし、登場人物の性格が変更されても良い。
In the above specific example, the game story may be changed or the character of the character may be changed according to the inner surface information.
以上、本実施の形態によれば、ユーザ入力から検知または推定されたユーザの内面の情報を利用するゲームを提供できる。
As described above, according to the present embodiment, it is possible to provide a game that uses information on the inner surface of the user detected or estimated from the user input.
また、本実施の形態によれば、ユーザのSNSへの発信情報から当該ユーザの内面情報を取得し、当該内面情報を用いて、武器、ストーリー、ゲームの登場人物の性格、背景等が変更されることにより、ユーザの内面に合ったゲームを遂行できる。
Further, according to the present embodiment, the user's inside information is acquired from the transmission information to the user's SNS, and the personality, background, etc. of the characters of the weapons, stories, and games are changed using the inside information. This makes it possible to perform a game that matches the inner surface of the user.
また、本実施の形態によれば、ユーザのゲーム操作の操作情報から当該ユーザの内面情報を取得し、当該内面情報を用いて、武器、ストーリー、ゲームの登場人物の性格、背景等が変更されることにより、ユーザの内面に合ったゲームを遂行できる。
Further, according to the present embodiment, the inner information of the user is acquired from the operation information of the user's game operation, and the weapon, the story, the character of the character of the game, the background, etc. are changed using the inner information. This makes it possible to perform a game that matches the inner surface of the user.
また、本実施の形態によれば、ユーザへのアンケートに対する回答を示す回答情報から当該ユーザの内面情報を取得し、当該内面情報を用いて、武器、ストーリー、ゲームの登場人物の性格、背景等が変更されることにより、ユーザの内面に合ったゲームを遂行できる。
Further, according to the present embodiment, the user's inner information is acquired from the answer information indicating the answer to the questionnaire to the user, and using the inner information, weapons, stories, personality of characters of the game, background, etc. As a result of the change, a game that matches the inner surface of the user can be performed.
さらに、本実施の形態によれば、内面情報は、静的内面情報、動的内面情報のうちの1または2種類の情報であり、ユーザの特徴を表しやすい内面情報を適切に用いて、そのユーザらしいゲームを提供できる。
Furthermore, according to the present embodiment, the inner surface information is one or two types of information of static inner surface information and dynamic inner surface information, and appropriately uses the inner surface information that easily represents the user's characteristics. A user-like game can be provided.
なお、本実施の形態において、ゲーム装置1はスタンドアロンで動作しても良いし、1または2以上のユーザ端末と通信を行うサーバ装置として動作しても良い。
In the present embodiment, the game apparatus 1 may operate stand-alone or may operate as a server apparatus that communicates with one or more user terminals.
さらに、本実施の形態における処理は、ソフトウェアで実現しても良い。そして、このソフトウェアをソフトウェアダウンロード等により配布しても良い。また、このソフトウェアをCD-ROMなどの記録媒体に記録して流布しても良い。なお、このことは、本明細書における他の実施の形態においても該当する。なお、本実施の形態におけるゲーム装置1を実現するソフトウェアは、以下のようなプログラムである。つまり、このプログラムは、コンピュータを、ユーザの入力であるユーザ入力を受け付ける受付部と、前記ユーザ入力の一部または全部を用いて、ユーザの内面に関する情報である内面情報を取得する内面情報取得部と、前記内面情報に基づいて、ゲームで使用するゲーム要素を決定するゲーム要素決定部と、前記ゲーム要素決定部が決定したゲーム要素を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行するゲーム遂行部として機能させるためのプログラム、である。
Furthermore, the processing in the present embodiment may be realized by software. Then, this software may be distributed by software download or the like. Further, this software may be recorded on a recording medium such as a CD-ROM and distributed. This also applies to other embodiments in this specification. In addition, the software which implement | achieves the game device 1 in this Embodiment is the following programs. That is, this program uses a computer to receive a user input that is a user input, and an inner surface information acquisition unit that acquires inner surface information that is information about the inner surface of the user by using part or all of the user input. And a game element determination unit that determines a game element to be used in the game based on the inner surface information, and a game element determined by the game element determination unit, according to operation information related to an operation on the game among user inputs. A program for functioning as a game execution unit for executing a game.
また、図9は、本明細書で述べたプログラムを実行して、上述した種々の実施の形態のゲーム装置1等を実現するコンピュータの外観を示す。上述の実施の形態は、コンピュータハードウェア及びその上で実行されるコンピュータプログラムで実現され得る。図9は、このコンピュータシステム300の概観図であり、図10は、システム300のブロック図である。
FIG. 9 shows the appearance of a computer that executes the program described in this specification to realize the game apparatus 1 and the like according to the various embodiments described above. The above-described embodiments can be realized by computer hardware and a computer program executed thereon. FIG. 9 is an overview diagram of the computer system 300, and FIG. 10 is a block diagram of the system 300.
図9において、コンピュータシステム300は、CD-ROMドライブを含むコンピュータ301と、キーボード302と、マウス303と、モニタ304と、スピーカー306とを含む。
9, the computer system 300 includes a computer 301 including a CD-ROM drive, a keyboard 302, a mouse 303, a monitor 304, and a speaker 306.
図10において、コンピュータ301は、CD-ROMドライブ3012に加えて、MPU3013と、CD-ROMドライブ3012等に接続されたバス3014と、ブートアッププログラム等のプログラムを記憶するためのROM3015と、MPU3013に接続され、アプリケーションプログラムの命令を一時的に記憶するとともに一時記憶空間を提供するためのRAM3016と、アプリケーションプログラム、システムプログラム、及びデータを記憶するためのハードディスク3017とを含む。ここでは、図示しないが、コンピュータ301は、さらに、LANへの接続を提供するネットワークカードを含んでも良い。
In FIG. 10, in addition to the CD-ROM drive 3012, the computer 301 stores an MPU 3013, a bus 3014 connected to the CD-ROM drive 3012, a ROM 3015 for storing a program such as a bootup program, and the MPU 3013. It includes a RAM 3016 for temporarily storing application program instructions and providing a temporary storage space, and a hard disk 3017 for storing application programs, system programs, and data. Although not shown here, the computer 301 may further include a network card that provides connection to a LAN.
コンピュータシステム300に、上述した実施の形態のゲーム装置1等の機能を実行させるプログラムは、CD-ROM3101に記憶されて、CD-ROMドライブ3012に挿入され、さらにハードディスク3017に転送されても良い。これに代えて、プログラムは、図示しないネットワークを介してコンピュータ301に送信され、ハードディスク3017に記憶されても良い。プログラムは実行の際にRAM3016にロードされる。プログラムは、CD-ROM3101またはネットワークから直接、ロードされても良い。
A program that causes the computer system 300 to execute the functions of the game apparatus 1 and the like of the above-described embodiment may be stored in the CD-ROM 3101, inserted into the CD-ROM drive 3012, and further transferred to the hard disk 3017. Alternatively, the program may be transmitted to the computer 301 via a network (not shown) and stored in the hard disk 3017. The program is loaded into the RAM 3016 at the time of execution. The program may be loaded directly from the CD-ROM 3101 or the network.
プログラムは、コンピュータ301に、上述した実施の形態のゲーム装置1等の機能を実行させるオペレーティングシステム(OS)、またはサードパーティープログラム等は、必ずしも含まなくても良い。プログラムは、制御された態様で適切な機能(モジュール)を呼び出し、所望の結果が得られるようにする命令の部分のみを含んでいれば良い。コンピュータシステム300がどのように動作するかは周知であり、詳細な説明は省略する。
The program does not necessarily include an operating system (OS) or a third-party program that causes the computer 301 to execute the functions of the game apparatus 1 according to the above-described embodiment. The program only needs to include an instruction portion that calls an appropriate function (module) in a controlled manner and obtains a desired result. How the computer system 300 operates is well known and will not be described in detail.
なお、上記プログラムにおいて、情報を送信するステップや、情報を受信するステップなどでは、ハードウェアによって行われる処理、例えば、送信ステップにおけるモデムやインターフェースカードなどで行われる処理(ハードウェアでしか行われない処理)は含まれない。
In the above program, in the step of transmitting information, the step of receiving information, etc., processing performed by hardware, for example, processing performed by a modem or an interface card in the transmission step (only performed by hardware) Processing) is not included.
また、上記プログラムを実行するコンピュータは、単数であってもよく、複数であってもよい。すなわち、集中処理を行ってもよく、あるいは分散処理を行ってもよい。
Further, the computer that executes the program may be singular or plural. That is, centralized processing may be performed, or distributed processing may be performed.
また、上記各実施の形態において、一の装置に存在する2以上の通信手段は、物理的に一の媒体で実現されても良いことは言うまでもない。
Further, in each of the above embodiments, it goes without saying that two or more communication means existing in one apparatus may be physically realized by one medium.
また、上記各実施の形態において、各処理は、単一の装置によって集中処理されることによって実現されてもよく、あるいは、複数の装置によって分散処理されることによって実現されてもよい。
In each of the above embodiments, each process may be realized by centralized processing by a single device, or may be realized by distributed processing by a plurality of devices.
本発明は、以上の実施の形態に限定されることなく、種々の変更が可能であり、それらも本発明の範囲内に包含されるものであることは言うまでもない。
The present invention is not limited to the above-described embodiment, and various modifications are possible, and it goes without saying that these are also included in the scope of the present invention.
以上のように、本発明にかかるゲーム装置は、ユーザ入力からユーザの内面を検知し、利用するゲームを提供できる、という効果を有し、ゲーム装置等として有用である。
As described above, the game device according to the present invention has an effect that it can detect a user's inner surface from a user input and provide a game to be used, and is useful as a game device or the like.
1 ゲーム装置
10 格納部
11 受付部
12 処理部
13 ゲーム遂行部
121 内面情報取得部
122 ゲーム要素決定部 DESCRIPTION OF SYMBOLS 1Game device 10 Storage part 11 Reception part 12 Processing part 13 Game execution part 121 Inner surface information acquisition part 122 Game element determination part
10 格納部
11 受付部
12 処理部
13 ゲーム遂行部
121 内面情報取得部
122 ゲーム要素決定部 DESCRIPTION OF SYMBOLS 1
Claims (11)
- ユーザの入力であるユーザ入力を受け付ける受付部と、
前記ユーザ入力の一部または全部を用いて、ユーザの内面に関する情報である内面情報を取得する内面情報取得部と、
前記内面情報に基づいて、ゲームで使用するゲーム要素を決定するゲーム要素決定部と、
前記ゲーム要素決定部が決定したゲーム要素を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行するゲーム遂行部とを具備するゲーム装置。 A reception unit that accepts user input, which is user input;
An inner surface information acquisition unit that acquires inner surface information that is information related to the inner surface of the user, using part or all of the user input;
A game element determination unit for determining a game element to be used in the game based on the inner surface information;
A game apparatus comprising: a game execution unit that executes a game according to operation information related to an operation on a game among user inputs using the game element determined by the game element determination unit. - 前記ユーザ入力は、操作情報を含み、
前記内面情報取得部は、
前記操作情報を用いて、内面情報を取得する請求項1記載のゲーム装置。 The user input includes operation information;
The inner surface information acquisition unit
The game device according to claim 1, wherein inner surface information is acquired using the operation information. - 前記ユーザ入力は、ユーザへのアンケートに対する回答を示す回答情報を含み、
前記内面情報取得部は、
前記回答情報を用いて、内面情報を取得する請求項1または請求項2記載のゲーム装置。 The user input includes answer information indicating an answer to a questionnaire to the user,
The inner surface information acquisition unit
The game device according to claim 1, wherein inner surface information is acquired using the answer information. - 前記ユーザ入力は、ユーがSNSに対して発信した発信情報を含み、
前記内面情報取得部は、
前記発信情報を用いて、内面情報を取得する請求項1または請求項2記載のゲーム装置。 The user input includes outgoing information sent by the user to the SNS;
The inner surface information acquisition unit
The game device according to claim 1, wherein inner information is acquired using the transmission information. - 前記ゲーム要素は、武器を含み、
前記ゲーム要素決定部は、
前記内面情報に対応する武器を取得する請求項1または請求項2記載のゲーム装置。 The game element includes a weapon,
The game element determination unit
The game device according to claim 1, wherein a weapon corresponding to the inner surface information is acquired. - 前記ゲーム要素は、ゲームのストーリーに対応するストーリー識別子を含み、
前記ゲーム要素決定部は、
前記内面情報に対応するストーリー識別子を取得し、
前記ゲーム遂行部は、
前記ゲーム要素決定部が取得したストーリー識別子に対応するストーリーのゲームを遂行する請求項1または請求項2記載のゲーム装置。 The game element includes a story identifier corresponding to a game story,
The game element determination unit
Obtaining a story identifier corresponding to the inside information,
The game execution unit
The game device according to claim 1, wherein a game of a story corresponding to the story identifier acquired by the game element determination unit is performed. - 前記ゲーム要素は、ゲームの登場人物の性格を識別する性格識別子を含み、
前記ゲーム要素決定部は、
前記内面情報に対応する性格識別子を取得し、
前記ゲーム遂行部は、
前記ゲーム要素決定部が取得した性格識別子を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行する請求項1または請求項2記載のゲーム装置。 The game element includes a personality identifier that identifies a personality of a game character;
The game element determination unit
Obtaining a personality identifier corresponding to the inner surface information;
The game execution unit
The game device according to claim 1, wherein the game is performed according to operation information related to an operation on the game among user inputs, using the personality identifier acquired by the game element determination unit. - 前記内面情報は、ユーザの静的な内面の情報である静的内面情報である請求項1または請求項2記載のゲーム装置。 The game device according to claim 1, wherein the inner surface information is static inner surface information that is information on a static inner surface of the user.
- 前記内面情報は、ユーザの静的な内面の情報である静的内面情報と、ユーザの動的な内面の情報である動的内面情報との両方を含むである請求項1または請求項2記載のゲーム装置。 3. The inner surface information includes both static inner surface information which is information of a user's static inner surface and dynamic inner surface information which is information of a user's dynamic inner surface. Game device.
- 受付部、内面情報取得部、ゲーム要素決定部、およびゲーム遂行部により実現されるゲーム方法であって、
前記受付部が、ユーザの入力であるユーザ入力を受け付ける受付ステップと、
前記内面情報取得部が、前記ユーザ入力の一部または全部を用いて、ユーザの内面に関する情報である内面情報を取得する内面情報取得ステップと、
前記ゲーム要素決定部が、前記内面情報に基づいて、ゲームで使用するゲーム要素を決定するゲーム要素決定ステップと、
前記ゲーム遂行部が、前記ゲーム要素決定部が決定したゲーム要素を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行するゲーム遂行ステップとを具備するゲーム方法。 A game method realized by a reception unit, an inner surface information acquisition unit, a game element determination unit, and a game execution unit,
A receiving step in which the receiving unit receives a user input which is a user input;
The inner surface information acquisition unit acquires inner surface information, which is information about the inner surface of the user, using part or all of the user input; and
A game element determination step in which the game element determination unit determines a game element to be used in the game based on the inner surface information;
A game method, comprising: a game execution step in which the game execution unit performs a game according to operation information related to an operation on a game among user inputs using the game element determined by the game element determination unit. - コンピュータを、
ユーザの入力であるユーザ入力を受け付ける受付部と、
前記ユーザ入力の一部または全部を用いて、ユーザの内面に関する情報である内面情報を取得する内面情報取得部と、
前記内面情報に基づいて、ゲームで使用するゲーム要素を決定するゲーム要素決定部と、
前記ゲーム要素決定部が決定したゲーム要素を用いて、ユーザ入力のうちのゲームに対する操作に関する操作情報に従って、ゲームを遂行するゲーム遂行部として機能させるためのプログラムを記録した記録媒体。 Computer
A reception unit that accepts user input, which is user input;
An inner surface information acquisition unit that acquires inner surface information that is information related to the inner surface of the user, using part or all of the user input;
A game element determination unit for determining a game element to be used in the game based on the inner surface information;
A recording medium on which a program for functioning as a game execution unit for executing a game is recorded according to operation information related to an operation on a game among user inputs using the game element determined by the game element determination unit.
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JP2001212378A (en) * | 2000-01-31 | 2001-08-07 | Enix Corp | Video game device and recording medium storing program |
JP2003050965A (en) * | 2001-08-07 | 2003-02-21 | Konami Co Ltd | Psychological analysis program, medium with the recorded psychological analysis program, device and method for psychological analysis, and multistory game program |
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