WO2021181925A1 - ゲームプログラム、ゲームシステム、および方法 - Google Patents
ゲームプログラム、ゲームシステム、および方法 Download PDFInfo
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- WO2021181925A1 WO2021181925A1 PCT/JP2021/002827 JP2021002827W WO2021181925A1 WO 2021181925 A1 WO2021181925 A1 WO 2021181925A1 JP 2021002827 W JP2021002827 W JP 2021002827W WO 2021181925 A1 WO2021181925 A1 WO 2021181925A1
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- Prior art keywords
- character
- 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
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
Definitions
- the present invention relates to a technique for advancing a game on a computer.
- Patent Document 1 describes that a computer that advances a game in which a plurality of characters move a target object determines the behavior of each of the other characters by referring to the behavior history of a specific character while the game is in progress. Has been done.
- One aspect of the present invention aims to further improve the user's sense of conviction for the actions of each character other than a specific character in a game in which a plurality of characters move a target object.
- the game program includes a progress step in which a game in which a plurality of characters move a target object on one or a plurality of computers, and a progress step in which the game is in progress. , A specific step of identifying a specific character among the plurality of characters based on the situation of the target object, and at least a part of the plurality of characters other than the specific character during the progress of the game. A determination step that determines the behavior of the character based on the characteristic information associated with the specific character, and an action step that causes the other character to act based on the determined behavior while the game is in progress. , To be executed.
- the game system includes a game progressing unit for advancing a game in which a plurality of characters move a target object, and the target object while the game is in progress.
- a character identification unit that identifies a specific character among the plurality of characters, and at least a part of the plurality of characters other than the specific character while the game is in progress.
- An action determination unit that determines an action based on the characteristic information associated with the specific character, and an action control unit that causes the other character to act based on the determined action while the game is in progress. including.
- the method according to one aspect of the present invention is a method executed by one or a plurality of computers, and includes a progress step of advancing a game in which a plurality of characters move a target object. , A specific step of identifying a specific character among the plurality of characters based on the situation of the target object while the game is in progress, and the specific character among the plurality of characters while the game is in progress. A determination step in which the actions of at least some of the other characters other than the above are determined based on the characteristic information associated with the specific character, and the determination actions of the other characters during the progress of the game. Includes action steps to act on the basis.
- the information processing apparatus 10 is an example of a computer constituting the game system in the present invention.
- FIG. 1 is a block diagram showing an example of the hardware configuration of the information processing device 10.
- the information processing device 10 is composed of a computer including a processor 11, a main memory 12, an auxiliary memory 13, a communication interface 14, and an input / output interface 15. Examples of such a computer include, but are not limited to, a home-use game machine, a smartphone, a tablet, a personal computer, a store-standing arcade game machine, and the like.
- the processor 11, the main memory 12, the auxiliary memory 13, the communication interface 14, and the input / output interface 15 are connected to each other via a bus. Further, the output device 16 and the input device 17 are connected to the input / output interface 15.
- processor 11 for example, a microprocessor, a digital signal processor, a microcontroller, or a combination thereof or the like is used.
- main memory 12 for example, a semiconductor RAM or the like is used.
- auxiliary memory 13 for example, a flash memory, an HDD (Hard Disk Drive), an SSD (Solid State Drive), a portable storage medium, or a combination thereof or the like is used.
- the auxiliary memory 13 stores a game program executed by a computer constituting the information processing device 10.
- the communication interface 14 is an interface that connects to a network.
- the communication interface 14 operates when the game system realizes a playable game by communicating with a game server or another information processing device 10.
- USB Universal Serial Bus
- short-range communication interface such as infrared rays or Bluetooth (registered trademark), or a combination thereof is used.
- the output device 16 for example, a display, a printer, a speaker, or a combination thereof is used.
- the input device 17 for example, a controller for playing a game, a keyboard, a mouse, a touch pad, a microphone, or a combination thereof or the like is used.
- the output device 16 and the input device 17 may be a touch screen in which they are integrally formed.
- the processor 11 and the communication interface 14 are examples of hardware elements that function as a control unit 110, which will be described later. Further, the main memory 12 and the auxiliary memory 13 are examples of hardware elements that function as a storage unit 120, which will be described later.
- the information processing device 10 realizes a game in which a plurality of characters move a target object by executing a game program stored in the auxiliary memory 13.
- this game the game realized by the information processing device 10 will be referred to as "this game”.
- the game is a battle game in which a plurality of teams play against each other.
- the plurality of teams includes a user team associated with the user and an opponent team that plays against the user team.
- the other team may or may not be associated with another user.
- the genre of this game is not limited to a specific genre, and may be a game of any genre, and is preferably a game that imitates a competition in which a plurality of teams compete in the real world.
- Such real-world competitions include, for example, soccer, basketball, rugby and the like.
- the game is a soccer game that imitates soccer in the real world.
- an object representing a soccer player is applied as an example of the character.
- an object indicating a soccer ball is applied as an example of the target object.
- FIG. 2 is a game image G2 with a top view of an example of the game space in this game.
- a field O20 which is an object representing a soccer field
- a plurality of characters O21 and balls O23 are arranged in the field O20.
- the character O21 belonging to the user team is represented by a white circle
- the character O21 belonging to the opponent team is represented by a dot pattern circle.
- the ball O23 is an example of a target object in the present invention.
- a plurality of characters O21 act to move the ball O23. Any one of the plurality of characters O21 belonging to the user team acts based on the operation of the user. Each of the other characters O21 belonging to the user team acts based on a predetermined algorithm.
- the soccer game realized by the information processing device 10 may proceed as a single-player game or as a multi-play game.
- the information processing device 10 has a user team that can be operated by the user of the information processing device 10 and an opponent team whose operation is determined by the information processing device 10 regardless of the operation of the user and other users. And to play against.
- each character O21 belonging to the opponent team acts based on a predetermined algorithm.
- the information processing device 10 makes the user team that can be operated by the user of the device play against the opponent team by the opponent user.
- the other user may be a user who operates the same information processing device 10 as the user, or may be a user who operates another information processing device 10 different from the user.
- the information processing device 10 and the other information processing device 10 are communicably connected via, for example, a game server (not shown).
- any one of the characters O21 belonging to the opponent team acts based on the operation of the opponent user.
- Each of the other characters O21 belonging to the opponent team acts based on a predetermined algorithm.
- FIG. 3 is a block diagram showing a functional configuration of the information processing device 10.
- the information processing device 10 includes a control unit 110 and a storage unit 120.
- the control unit 110 includes a game progress unit 111, a character identification unit 112, an action determination unit 113, and an action control unit 114.
- the storage unit 120 stores the game program 121, the user information 122, and the game information 123.
- the user information 122 is data associated with the user.
- the game information 123 is data that the control unit 110 refers to in order to execute the game.
- the game information 123 includes characteristic information J and rule R. Details of the characteristic information J and the rule R will be described later.
- the game progress unit 111 advances the game in which a plurality of characters O21 move the target object.
- the character identification unit 112 identifies a specific character among the plurality of characters O21 based on the situation of the target object while the game is in progress.
- the action determining unit 113 determines the actions of at least a part of the plurality of characters O21 other than the specific character based on the characteristic information J associated with the specific character. ..
- the action determination unit 113 refers to the rule R stored in the storage unit 120 in order to determine the action of another character.
- the action control unit 114 causes a character other than the specific character to act based on the determined action while the game is in progress.
- the progress of the game includes one or more parts.
- the progress of the game includes a match part in which the match of the soccer game progresses. Therefore, the progress of the game part in this embodiment is an example of the progress of the game.
- the progress of the game may include a part other than the match part. Examples of parts other than the match part include a training part for training characters, a formation part for forming a user team, and the like.
- the game in progress means while the above-mentioned series of processes are being repeatedly executed. Therefore, in the present embodiment, the in-progress of the match part means while the process of advancing the match part is repeatedly executed.
- the in-progress of the match part may be from the start to the end of the match in the match part.
- the target object is an object existing in the game space, and is an object to be moved by a plurality of characters O21.
- the target object is an object indicating a soccer ball, that is, a ball O23.
- the target object will be described as being the ball O23.
- the position of the ball O23 includes whether or not the ball O23 is within a predetermined area (for example, a penalty area, a goal, etc.).
- the character O21 associated with the ball O23 is a character O21 capable of moving the ball O23 by its action.
- the character O21 associated with the ball O23 is the character O21 holding the ball O23.
- the specific character is a character O21 specified based on the situation of the ball O23 among a plurality of characters O21 used in the game.
- the specific character may be the character O21 operated by the user or the character O21 not operated by the user.
- the specific character may be the character O21 whose characteristics satisfy a predetermined condition.
- certain characters may switch during the course of the match part.
- the specific character may be the character O21 associated with the ball O23, or the character O21 belonging to a team different from the character O21 in the vicinity of the character O21 associated with the ball O23. May be good.
- a plurality of specific characters may exist at the same time. For example, in a game in which a plurality of teams play against each other, a specific character can be specified for each team.
- the characteristic information J is associated with each character O21.
- the characteristic information J is information indicating the characteristics of the character O21, and includes, for example, information indicating the ability of the character O21 and information indicating a tendency of behavior.
- the characteristic information J includes a shooting ability, a passing ability, a trapping ability, and the like as an example of information indicating the ability.
- the characteristic information J includes information such as offensive and defensive as an example of information indicating a tendency of behavior. For example, if the information indicating the tendency of the action is aggressive, the character O21 takes more actions to score points, such as heading to the opponent's position, and if the information is defensive, it may be in the own position. Take more actions to prevent the opponent's attack, such as increasing.
- FIG. 4 is a diagram illustrating an example of characteristic information J.
- the characteristic information J shown in FIG. 4 is associated with the character O21 (player A) whose identifier is “A”.
- the characteristic information J includes information indicating the ability of player A and information indicating a tendency of behavior.
- the high (or low) ability of "xx" means that the value of the corresponding parameter "xx" is equal to or greater than the threshold value (or less than the threshold value).
- the threshold value for determining that the "xx" ability is high and the threshold value for determining that the "xx" ability is low may or may not be the same.
- attack consciousness As an example of information indicating a tendency of behavior, there are parameters such as attack consciousness and defensive consciousness.
- high (or low) attack consciousness (or defensive consciousness) means that the value of the corresponding parameter is equal to or higher than the threshold value (or lower than the threshold value).
- the threshold value for determining that the consciousness is high and the threshold value for determining that the consciousness is low may or may not be the same.
- the parameters included in the characteristic information J may change as the match part progresses.
- these parameters there are parameters that can change during the progress of the match part and parameters that do not change during the progress of the match part and can change according to the action result in the match part.
- the offensive and defensive consciousness parameters that indicate behavioral tendencies can change during the course of the match part.
- Parameters such as long pass, dribble, and ball capture that indicate ability do not change during the progress of the match part, but may change depending on the action result in the match part. For example, an item or point that can increase these parameters may be given to the user as a reward according to the action result in the match part.
- the behavior of the character O21 indicates the behavior of the character O21 in the game space, and includes, for example, the movement of the character O21, the movement of a part of the body, and the like.
- the action of the character O21 includes the movement destination and the movement method of the character O21.
- the moving method includes a moving route (straight ahead, detour, etc.), a moving speed (running, walking, etc.), and the orientation of the body during movement.
- the orientation of the body during movement means the orientation in which the character O21 is facing while moving. For example, while moving, the character O21 may be facing the moving direction, or may be facing a direction different from the moving direction.
- the direction different from the moving direction may be, for example, sideways or backward with respect to the moving direction, or a direction facing another object (another character O21, ball O23, etc.) regardless of the moving direction. There may be. Further, the direction in which the character O21 is facing may be the direction in which the character's face is facing or the direction in which the body is facing. For example, the action of the character O21 is to go straight toward the character O21 holding the ball O23 while facing the direction of travel, to go straight toward the empty space while facing the character O21 holding the ball O23, near the goal. There is a detour to move toward.
- FIG. 5 is a flowchart showing the flow of the information processing method executed by the information processing apparatus 10.
- Step S100 the game progress unit 111 executes a process of starting the progress of the game part.
- steps S102 to S118 are examples of processes for advancing the game, and here, are processes for advancing the game part.
- the match part is in progress, even during the match. In other words, the processes of S102 to S118 are executed during the match.
- the process of starting the progress of the match part includes the process of organizing the user team and the opponent team, the process of arranging the field O20 in the game space, the process of determining the initial positions of the character O21 and the ball O23 at the start of the match, and various other processes. Includes processing to determine the initial value of the parameter at the start of the game.
- step S102 the character identification unit 112 identifies a specific character among the plurality of characters O21 based on the situation of the ball O23.
- the character identification unit 112 specifies any one of the characters O21 belonging to the team as a specific character for each of the user team and the opponent team. More specifically, the character identification unit 112 belongs to the first character C1 associated with the ball O23 and the second character belonging to a team different from the first character C1 in the vicinity of the first character C1 as a specific character. Identify the character C2.
- the character specified in the step may be switched from the character specified in the previous step in response to a change in the situation of the ball O23.
- the character identification unit 112 switches specific characters (first character C1 and second character C2) according to changes in the situation of the ball O23.
- FIG. 6 is a schematic diagram illustrating specific examples of the first character C1 and the second character C2.
- the first character C1 is a character O21 having a relationship with the ball O23 among a plurality of characters O21.
- the first character C1 is associated with the ball O23. Having a relationship with the ball O23 means that, for example, the movement of the ball O23 can be controlled. In other words, the first character C1 holds the ball O23.
- the ball O23 can move by the action of the first character C1.
- the first character C1 may belong to the user team or may belong to the opponent team.
- the first character C1 is an example of a specific character in the team holding the ball O23.
- the character identification unit 112 may specify the character O21 whose distance from the ball O23 satisfies a predetermined condition (for example, the closest character) as the first character C1. Further, the character specifying unit 112 may specify the character O21 as the first character C1 in which other conditions satisfy a predetermined condition in addition to the distance from the ball O23. "Other situations" include, for example, the orientation of the body with respect to the ball O23. For example, the character specifying unit 112 may specify the character O21 closest to the ball O23 among the characters O21 whose body is facing the ball O23 as the first character C1.
- the second character C2 is a character O21 that exists in the vicinity of the first character C1 among the plurality of characters O21 and belongs to a team different from that of the first character C1.
- the second character C2 is a character that puts pressure on the first character C1 that holds the ball O23 or tries to capture the ball O23.
- the first character C1 belongs to the user team
- the second character C2 belongs to the opponent team.
- the first character C1 belongs to the opponent team
- the second character C2 belongs to the user team.
- the second character C2 is based on the position of the first character C1, the position of another character O21 of the same team as the first character C1, and part or all of the position of the character O21 of a team different from the first character C1. It is determined. For example, as shown in FIG. 6, in the character identification unit 112, as the second character C2, the distance from the first character C1 among the characters O21 belonging to a team different from the first character C1 satisfies a predetermined condition ( For example, the closest) character O21 may be specified. Further, the character identification unit 112 is a character O21 that belongs to a team different from the first character C1 as the second character C2, and in addition to the distance to the first character C1, other conditions satisfy a predetermined condition. O21 may be specified.
- Examples of the "other situation” include the orientation of the body with respect to the first character C1.
- the character identification unit 112 as the second character C2, among the characters O21 belonging to a team different from the first character C1, the body direction is directed to the first character C1 and the first character C1.
- the closest character O21 may be specified.
- step S104 the game progress unit 111 determines the character O21 operated by the user among the plurality of characters O21.
- the character O21 operated by the user is also referred to as an “operation character”.
- the game progress unit 111 determines the first character C1 as the operating character.
- the game progress unit 111 determines the second character C2 as the operating character.
- the game progress unit 111 switches the operating character according to the change in the situation of the ball O23 during the game.
- Step S106 the action determination unit 113 determines the action of the operating character based on the user's operation on the input device 17. For example, when the input device 17 is a touch screen, the action determination unit 113 determines the action of the operating character based on the type, trajectory, speed, touch duration, and the like of the contact operation with the touch screen.
- step S108 the action determination unit 113 determines the action of a specific character other than the operating character based on a predetermined algorithm. For example, when the operation character is the second character C2, the action determination unit 113 determines the action of the first character C1 based on the characteristic information J associated with the first character C1. For example, it is assumed that the first character C1 is associated with the characteristic information J illustrated in FIG. In this case, the first character C1 has a higher dribble ability than the long pass ability. Therefore, the action determination unit 113 determines an action including dribbling as the action of the first character C1.
- the action determining unit 113 determines the action of the second character C2 based on the characteristic information J associated with the second character C2. It is assumed that the second character C2 is associated with the characteristic information J illustrated in FIG. In this case, the second character C2 has a higher attack consciousness than the defensive consciousness. Therefore, the action determination unit 113 determines an action that exerts aggressive pressure.
- step S110 the action determination unit 113 determines the actions of at least a part of the plurality of characters O21 other than the specific character O21 based on the characteristic information J associated with the specific character.
- the action determination unit 113 determines the action of the other character O21 based on the characteristic information J associated with the specific character in the same team as the other character O21.
- the action determination unit 113 performs the actions of at least a part of the characters C3 (O21) other than the first character C1 in the team to which the first character C1 belongs, the first character C1. It is determined based on the characteristic information J associated with. Further, the action determination unit 113 performs the actions of at least a part of the characters C4 (O21) other than the second character C2 in the team to which the second character C2 belongs based on the characteristic information J associated with the second character C2. decide.
- characters C3 and C4 which are characters other than the first character C1 and the second character C2, will be described.
- the characters C3 and C4 are also referred to as characters affected by the first character C1 or the second character C2.
- the affected characters C3 and C4 are characters O21 whose action determination unit 113 determines an action based on the characteristic information J of the first character C1 or the second character C2.
- Character C3 is affected by the first character C1, and character C4 is affected by the second character C2.
- the extraction conditions for extracting the characters C3 and C4 will be described.
- the extraction conditions for extracting the character C3 include, for example, (i) the distance from the first character C1 is within the threshold value, (ii) the distance from the goal is within the threshold value, and (iii) a predetermined action is being executed. There is a condition that it is.
- the action determination unit 113 extracts the character C3 satisfying at least one of (i) to (iii) from the other characters O21 belonging to the same team as the first character C1.
- a predetermined action "action to jump out to an empty space" can be mentioned, but is not limited to this.
- Such extraction conditions may change according to the characteristic information J associated with the first character C1.
- the action determination unit 113 may switch which of the above-mentioned extraction conditions (i) and (ii) is used according to the characteristic information J of the first character C1. For example, when the short pass ability of the first character C1 is high, the action determination unit 113 may use the extraction condition (i) and extract the character C3 whose distance from the first character C1 is within the threshold value. .. Further, when the fly pass ability of the first character C1 is high, the action determination unit 113 may use the extraction condition (ii) and extract the character C3 whose distance from the goal is within the threshold value.
- the extraction conditions for extracting the character C4 for example, (i) the distance from the second character C2 is within the threshold value, (ii) the distance from the goal is within the threshold value, and (iii) a predetermined action is performed. There is a condition that it is running. In this case, the action determination unit 113 extracts the character C4 satisfying at least one of (i) to (iii) from the other characters O21 belonging to the same team as the second character C2.
- a predetermined action "action to jump out to an empty space" can be mentioned, but is not limited to this.
- Such extraction conditions may change according to the characteristic information J associated with the second character C2.
- the action determination unit 113 may switch which of the above-mentioned extraction conditions (i) and (ii) is used according to the characteristic information J of the second character C2. For example, when the ball capture ability of the second character C2 is low, the action determination unit 113 may use the extraction condition (i) and extract the character C4 whose distance from the second character C2 is within the threshold value. .. Further, when the second character C2 has a high ability to capture the ball, the action determination unit 113 may use the extraction condition (ii) to extract the character C4 whose distance from the goal is within the threshold value.
- the action determination unit 113 determines the movement destination and the movement method of the characters C3 and C4 as the actions of the characters C3 and C4.
- FIG. 7 is a diagram illustrating a specific example of the rule R referred to for determining the behavior of another character C3 based on the characteristic information J of the first character C1.
- the rules R1 to R7 shown in FIG. 7 are included in the rule R stored in the storage unit 120.
- the actions determined by the application of rules R1 to R7 include the destination and the method of movement.
- the moving method includes a moving speed, a moving path, and a body orientation.
- rule R1 shows an example of a rule applied when the “long pass” ability of the first character C1 is high.
- fast is determined as the moving speed.
- the movement speed to be determined is assumed to be any one of a plurality of stages such as “fast”, “normal”, “slow”, etc., but is not limited to this.
- a route that "goes straight" to the destination is determined.
- the movement route to be determined is information such as “detour”, “straight ahead”, etc., but is not limited to this.
- the ally character C3 of the first character C1 takes an action of running toward the area around the opponent's goal so as to move away from the first character C1 in order to receive a long pass from the first character C1.
- rule R2 shows an example of a rule applied when the “short pass” ability of the first character C1 is high.
- the coordinates of the "peripheral area of the first character C1" are determined as the coordinates of the movement destination.
- “slow” is determined as the moving speed.
- a route that "goes straight” to the movement destination is determined.
- the orientation of the body it is determined that the body is oriented in the "traveling direction”.
- the ally character C3 of the first character C1 takes an action of slowly approaching the peripheral region of the first character C1 in order to receive a short pass from the first character C1.
- the action of "slowly approaching the peripheral area of the first character C1" of the character C3 to which the rule R2 is applied is related to the action of "short pass” which is likely to be performed by the first character C1. Is high.
- the user's sense of conviction for the actions of the characters C3 other than the first character C1 in the team to which the first character C1 belongs is improved.
- rule R5 shows an example of a rule applied when the “dribble” ability of the first character C1 is high.
- the coordinates of the "region in the direction opposite to the direction of the first character C1" are determined as the coordinates of the movement destination.
- "normal” is determined as the moving speed.
- a route that "goes straight” to the movement destination is determined.
- the orientation of the body it is determined that the body is oriented in the "direction of the athlete attached to the mark".
- the ally character C3 of the first character C1 takes an action of moving away from the dribble course together with the opponent player who marks himself in order to secure the course on which the first character C1 dribbles.
- rules R6 and R7 applied when the “shoot” ability and “long shoot” ability of the first character C1 are high are also described in the same manner as rule R5.
- FIG. 8 is a diagram illustrating a specific example of the rule R referred to for determining the behavior of another character C4 based on the characteristic information J of the second character C2.
- the rules R8 to R9 shown in FIG. 8 are included in the rule R stored in the storage unit 120.
- the behavior determined by the application of rules R8 to R9 includes a tendency of behavior in addition to the same destination and method as in FIG. 7.
- rule R8 shows an example of a rule applied when the second character C2 has a high “ball capture” ability.
- the coordinates of the "area on the opponent's goal side of the first character C1" are determined as the coordinates of the movement destination.
- “fast” is determined as the moving speed.
- a route that "goes straight" to the movement destination is determined.
- the direction of the body it is determined that the body is directed to the "direction of the second character C2".
- the attack consciousness parameter is temporarily increased as a behavioral tendency.
- the attack consciousness of at least a part of the ally character C4 of the second character C2 is increased.
- the ally character C4 who has become more conscious of attack moves to the area closer to the opponent's goal than the first character C1 in order to turn to attack after the second character C2 steals the ball O23 from the first character C1. ..
- rule R9 shows an example of a rule applied when the “ball capture” ability of the second character C2 is low.
- the coordinates of the "peripheral area of the ball O23" are determined as the coordinates of the movement destination.
- "fast” is determined as the moving speed.
- a route that "goes straight” to the movement destination is determined.
- the orientation of the body it is determined that the body is oriented in the "traveling direction”.
- the defensive consciousness parameter is temporarily increased as a behavioral tendency. As a result, if the "ball capture” ability of the second character C2 is low, the defense consciousness of at least a part of the ally character C4 of the second character C2 is increased. In addition, the ally character C4, who has become more defensive, moves to the peripheral area of the ball O23 in order to follow the second character C2.
- step S112 the action control unit 114 is at least one of the plurality of characters O21 other than (i) an operation character operated by the user, (ii) a specific character not operated by the user, and (iii) a specific character.
- the other characters of the unit, characters C3 and C4, are made to act based on the actions determined in steps S106 to S108.
- step S110 when the ball capture ability of the second character C2 is high, the rule R8 is applied to the character C4, which is an ally of the second character C2, in step S110.
- the coordinates P3 in the region closer to the opponent's goal than the first character C1 are determined as the movement destination of the character C4.
- a vector d3 indicating that the character C4 goes straight toward the coordinates P3 is determined.
- the action of the character C4 receives a pass from the second character C2 after the ball O23 is captured and attacks in cooperation with the possibility that the second character C2 captures the ball O23. It is controlled to turn to.
- step S114 the game progress unit 111 controls the movement of the ball O23 based on the action of each character O21 in step S112. In other words, the ball O23 is moved by the plurality of characters O21. As a result, the situation of the ball O23 changes.
- step S116 the game progress unit 111 updates information that may change during the match.
- information that can change during a match includes parameters associated with the match, parameters associated with each character O21.
- the game progress unit 111 executes a process of adding the score of the user team, the score of the opponent team, the elapsed time of the match, and the like as a process of updating the parameters associated with the match during the match.
- the game progress unit 111 executes a process of reducing the physical strength value that affects the running speed and the like as a process of updating the parameters associated with each character O21 during the game.
- step S118 the game progress unit 111 updates the display of the game screen based on the execution results of steps S102 to S116.
- step S120 the game progress unit 111 determines whether or not the match part has ended. If No in step S120, the information processing apparatus 10 repeats the process from step S102. If Yes in step S120, the information processing apparatus 10 ends the process.
- the game progress unit 111 determines that the game has ended when a predetermined in-game time has elapsed from the start of the game part. Further, for example, when the game progress unit 111 accepts the operation of the user instructing the end of the game, it determines that the game has ended.
- the actions of at least a part of the other characters O21 other than the first character C1 are related to the characteristics of the first character C1. It can be an action.
- the actions of at least a part of the other characters O21 other than the second character C2 are the actions related to the characteristics of the second character C2. Can be.
- the operation character operated by the user is either the first character C1 or the second character C2. That is, in the above-described embodiment, an example in which the operating character is one of the specific characters has been described.
- the character identification unit 112 may specify a specific character regardless of whether or not it is the character O21 operated by the user.
- the character specifying unit 112 may use a character other than the operating character as a specific character without setting the operating character as a specific character.
- the progress of the match part is set between the first state in which the operating character is one of the specific characters and the second state in which the operating character is not the specific character but another character is the specific character. It may be possible to switch appropriately according to the situation.
- the operating character may be fixed to a certain character belonging to the user team during the match.
- the game progress unit 111 fixedly sets a certain character O21 selected by the user among the characters O21 belonging to the user team as the operating character. If the operating character does not hold the ball O23 and does not put pressure on the character belonging to the opponent team that holds the ball O23, the second state occurs. That is, in this second state, the operating character is not a specific character, but the first character C1 and the second character C2, which are not operating characters, are specific characters. Further, when the operating character holds the ball O23 or puts pressure on the character holding the ball O23, the first state is set. That is, in the first state, the operating character is either the first character C1 or the second character C2, which is a specific character.
- the information processing device 10 specifies the operation character in the process of starting the progress of the game part in step S100, and omits the process of step S104. Further, in this case, in step S110 of FIG. 5, the information processing apparatus 10 determines the action of the character O21 other than the operating character among the characters O21 other than the specific character.
- the other characters C1 and the second character C2 are identified according to the situation of the ball O23, regardless of which character O21 the user is operating. Character O21 acts. Therefore, the user's sense of conviction with respect to the other character O21 is improved.
- the information processing apparatus 10 determines the behavior of each character O21 other than the first character C1 belonging to the same team as the first character C1 as the character C3 affected by the first character C1. May be good. As a result, the user's sense of conviction for the actions of these characters O21 is improved. Further, the information processing device 10 may determine the action of each character O21 other than the second character C2 belonging to the same team as the second character C2 as the character C4 affected by the second character C2. As a result, the user's sense of conviction for the actions of these characters O21 is improved.
- the action determination unit 113 has described an example in which the movement destination and the movement method are determined as the actions of the character O21 other than the specific character.
- the present invention is not limited to this, and the action determination unit 113 may determine other actions as the actions of the character O21.
- the specific character is not limited to this.
- the specific character may be the character O21 having a specific attribute (for example, goalkeeper, captain, etc.).
- a plurality of specific characters may be specified in each of some or all teams.
- a plurality of second characters C2 that put pressure on the first character C1 may be specified.
- the action determination unit 113 transfers the actions of at least a part of the other characters O21 in the team to which the second character C2 belongs to the characteristic information J associated with a part or all of the plurality of second characters C2. Determine based on.
- the information processing device 10 realizes a soccer game imitating soccer has been described.
- the information processing device 10 may realize another game in which a plurality of characters move the target object.
- the game program includes a progress step (S100) for advancing a game in which a plurality of characters (O21) move a target object (O23) to one or a plurality of computers, and during the progress of the game.
- a specific step (S102) for identifying a specific character (C1, C2) among a plurality of characters (O21) based on the situation of the target object (O23), and a plurality of characters (O21) during the progress of the game.
- a determination step (S110) for determining the behavior of at least a part of the other characters (C3) other than the specific character based on the characteristic information (J) associated with the specific character (C1, C2). While the game is in progress, the action step (S112) of causing another character (C3) to act based on the determined action is executed.
- the behavior of at least a part of other characters other than the specific character can be regarded as the behavior related to the characteristics of the specific character.
- the specific step (S102) may specify a specific character (C1, C2) regardless of whether or not the character is being operated by the user.
- the specific step (S102) may switch the specific characters (C1, C2) according to the change in the situation of the target object.
- the behavior of the other character is switched according to the change in the situation of the target object, so that the user's sense of conviction for the behavior of the other character is further improved.
- the game is a game in which a plurality of teams compete against each other, the plurality of characters belong to one of the plurality of teams, and the specific step is, for each team, among the characters belonging to the team. Any of them may be specified as a specific character, and the determination step may determine the behavior of the other character based on the characteristic information of the specific character in the same team as the other character.
- the specific step (S102) is the first character (C1) associated with the target object as a specific character (C1, C2), and the first character in the vicinity of the first character (C1).
- a second character (C2) belonging to a team different from (C1) may be specified.
- the determination step (S110) determines the movement destination and movement method of the character (C3) as the action of the other character (C3), and the action step (S112) determines the movement destination and the movement method of the other character (C3). ) May be moved based on the determined destination and movement method.
- the game system (10) includes a game progress unit (111) that advances a game in which a plurality of characters (O21) move a target object (O23), and a target object (O21) while the game is in progress.
- a character identification unit (112) that identifies a specific character (C1, C2) among a plurality of characters (O21) based on the situation of O23), and a specific character (O21) among a plurality of characters (O21) during the progress of the game.
- the action determination unit (J) that determines the actions of at least some other characters (C3) other than the characters (C1, C2) based on the characteristic information (J) associated with the specific characters (C1, C2). 113) and an action control unit (114) that causes another character (C3) to act based on the determined action while the game is in progress.
- a method is a method executed by one or a plurality of computers (10), and a progress step (S100) in which a game in which a plurality of characters (O21) move a target object (O23) is advanced. And, during the progress of the game, a specific step (S102) for identifying a specific character (C1, C2) among a plurality of characters (O21) based on the situation of the target object (O23), and during the progress of the game. , Characteristic information (J) associated with the behavior of at least some other characters (C3) other than the specific characters (C1, C2) among the plurality of characters (O21) with the specific characters (C1, C2). ) Is included, and an action step (S112) in which another character (C3) is made to act based on the determined action while the game is in progress.
- control unit 110 of the information processing apparatus 10 is realized by software. That is, a program executed by a computer for achieving the object of the present invention is stored in the auxiliary memory 13 of the computer shown in FIG. 2, and the processor 11 reads and executes the program, whereby the information processing device 10 The control unit 110 of the above is realized.
- the auxiliary memory 13 for storing the program includes a "non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, and a programmable logic circuit. Etc. can be used.
- a non-temporary tangible medium such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, and a programmable logic circuit. Etc. can be used.
- the program may be supplied to the computer via an arbitrary transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program.
- a transmission medium communication network, broadcast wave, etc.
- one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the program is embodied by electronic transmission.
- the control unit 110 of the information processing device 10 is not limited to the realization by software, but may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like.
- Information processing device 11 Processor 12 Main memory 13 Auxiliary memory 14 Communication interface 15 Input / output interface 16 Output device 17 Input device 110 Control unit 111 Game progress unit 112 Character identification unit 113 Action determination unit 114 Action control unit 120 Storage unit 121 Game program 122 User information 123 Game information
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Priority Applications (2)
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| CN202180017949.0A CN115209964A (zh) | 2020-03-13 | 2021-01-27 | 游戏程序、游戏系统、及方法 |
| KR1020227020234A KR102740354B1 (ko) | 2020-03-13 | 2021-01-27 | 게임 프로그램, 게임 시스템, 및 방법 |
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| JP2020044251A JP6966106B2 (ja) | 2020-03-13 | 2020-03-13 | ゲームプログラム、ゲームシステム、および方法 |
| JP2020-044251 | 2020-03-13 |
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| JP (2) | JP6966106B2 (https=) |
| KR (1) | KR102740354B1 (https=) |
| CN (1) | CN115209964A (https=) |
| WO (1) | WO2021181925A1 (https=) |
Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2012172877A1 (ja) * | 2011-06-14 | 2012-12-20 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、プログラム、及び情報記憶媒体 |
| JP2015054125A (ja) * | 2013-09-12 | 2015-03-23 | 株式会社コナミデジタルエンタテインメント | シミュレーション装置、シミュレーション方法、及びプログラム |
| JP2017158680A (ja) * | 2016-03-08 | 2017-09-14 | 株式会社コロプラ | ゲーム制御方法、および、ゲームプログラム |
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| JP4838223B2 (ja) * | 2007-11-02 | 2011-12-14 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
| JP5229801B2 (ja) * | 2008-09-25 | 2013-07-03 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
| KR20130089705A (ko) * | 2011-12-29 | 2013-08-13 | (주)네오위즈게임즈 | 축구 게임의 캐릭터 제어 방법 및 장치 |
| JP6095220B2 (ja) * | 2013-06-07 | 2017-03-15 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲームシステム、及びプログラム |
| JP5986541B2 (ja) * | 2013-06-27 | 2016-09-06 | 株式会社コナミデジタルエンタテインメント | ゲーム管理装置、ゲーム端末装置、ゲームシステム及びプログラム |
| JP6253690B2 (ja) * | 2016-03-04 | 2017-12-27 | 株式会社コロプラ | プログラム及びコンピュータ |
-
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- 2021-01-27 KR KR1020227020234A patent/KR102740354B1/ko active Active
- 2021-01-27 CN CN202180017949.0A patent/CN115209964A/zh active Pending
- 2021-01-27 WO PCT/JP2021/002827 patent/WO2021181925A1/ja not_active Ceased
- 2021-10-08 JP JP2021165973A patent/JP2022000289A/ja active Pending
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2012172877A1 (ja) * | 2011-06-14 | 2012-12-20 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、プログラム、及び情報記憶媒体 |
| JP2015054125A (ja) * | 2013-09-12 | 2015-03-23 | 株式会社コナミデジタルエンタテインメント | シミュレーション装置、シミュレーション方法、及びプログラム |
| JP2017158680A (ja) * | 2016-03-08 | 2017-09-14 | 株式会社コロプラ | ゲーム制御方法、および、ゲームプログラム |
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| Publication number | Publication date |
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| KR20220093378A (ko) | 2022-07-05 |
| CN115209964A (zh) | 2022-10-18 |
| JP6966106B2 (ja) | 2021-11-10 |
| KR102740354B1 (ko) | 2024-12-10 |
| JP2021142229A (ja) | 2021-09-24 |
| JP2022000289A (ja) | 2022-01-04 |
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