Patent classifications
A63F13/822
Information processing apparatus, information processing method, program, and information processing system for reinforcing target behavior
There is provided information processing apparatuses, information processing methods, programs, and information processing systems capable of reinforcing the reinforcement target behavior without causing the user's consciousness. A quest is presented for urging a user to execute a reinforcement target behavior, and when the user executes the reinforcement target behavior upon the request, an electroencephalogram is measured, emotion is estimated on the basis of the electroencephalogram, and when the number of times that dominant emotion having the highest emotion score among emotion of the emotion estimation results is detected exceeds a predetermined number of times, an avatar is changed corresponding to the emotion that is detected as the dominant emotion. The present disclosure can be applied to long-term feedback technology.
Systems, methods, and computer-readable media for improved concurrency of users of a shared virtual environment
Systems, methods, and computer-readable storage devices are disclosed for improved concurrency of users of a shared virtual environment. One method including: transmitting, to each single player client of, chunks of world chunk data of a shared virtual environment; receiving, at one or more virtual environment servers from each single player client connected to the shared virtual environment, state data of each user of a respective single player client connected to the shared virtual environment, wherein the single player client of each user manages state data of the user within the one or more virtual environment servers; periodically monitoring, from each user of the single player client connected to the shared virtual environment, updated state data for the user of a respective single player client connected to the shared virtual environment; storing, for the shared virtual environment in a database connected to one or more virtual environment servers, the updated state data for each user of the single player client; and periodically transmitting, for each user of the single player client, the updated state data of other users of the single player client within a predetermined distance of the user of the single player client.
Program, terminal, game system, and provision device
The present invention relates to a program causing a computer to function as: a display control unit configured to display a first game element possessed by a player in a first display mode, and display a first game element not possessed by the player in a second display mode different from the first display mode; and a transition unit configured to cause transition to a provision screen on which a procedure for providing the first game element is performed, when a predetermined operation is performed on the first game element displayed in the second display mode.
USING DATA FROM A GAME METADATA SYSTEM TO CREATE ACTIONABLE IN-GAME DECISIONS
A machine learning (ML) model is used to identify successful outcomes in computer games based on aggregated game metadata including activity, mechanics, actors, statistics, and zones or locations. A strategy includes how a player over time used a character (actor) to employ one or more mechanics (weapons, vehicles) to execute various activities in various zones or locations in a computer game, with strategies being graded for success. Good strategies are then surfaced to subsequent players by, e.g., advising a player to seek a better location in a game, employ a different mechanic based on the game zone the player's character is in such as employ a different car or car configurations, employ a plane, a particular weapon, etc.
USING DATA FROM A GAME METADATA SYSTEM TO CREATE ACTIONABLE IN-GAME DECISIONS
A machine learning (ML) model is used to identify successful outcomes in computer games based on aggregated game metadata including activity, mechanics, actors, statistics, and zones or locations. A strategy includes how a player over time used a character (actor) to employ one or more mechanics (weapons, vehicles) to execute various activities in various zones or locations in a computer game, with strategies being graded for success. Good strategies are then surfaced to subsequent players by, e.g., advising a player to seek a better location in a game, employ a different mechanic based on the game zone the player's character is in such as employ a different car or car configurations, employ a plane, a particular weapon, etc.
PROGRAM, INFORMATION PROCESSING APPARATUS, AND CONTROL METHOD FOR PROVIDING A STRATEGIC BATTLE GAME
A computer program product which may cause an information processing apparatus to execute steps of associating one group with each of a plurality of game media, arranging a plurality of game media on a field, starting a battle, arranging a first object associated with a plurality of parameters on the field according to a progress situation of the battle, executing a first change process of changing a parameter of the first object according to a control process of the game medium, stopping the executing of the first change process of the parameter if the parameter of the first object reaches the predetermined value, increasing points of the group corresponding to the parameter that has reached the predetermined value, and determining a result of the battle.
PROGRAM, INFORMATION PROCESSING APPARATUS, AND CONTROL METHOD FOR PROVIDING A STRATEGIC BATTLE GAME
A computer program product which may cause an information processing apparatus to execute steps of associating one group with each of a plurality of game media, arranging a plurality of game media on a field, starting a battle, arranging a first object associated with a plurality of parameters on the field according to a progress situation of the battle, executing a first change process of changing a parameter of the first object according to a control process of the game medium, stopping the executing of the first change process of the parameter if the parameter of the first object reaches the predetermined value, increasing points of the group corresponding to the parameter that has reached the predetermined value, and determining a result of the battle.
Game control method, server device, game system, and computer-readable recording medium
A social game and the like that can increase the fun and amusement of a team battle and enhance players' motivation to participate in or continue a game by suppressing an occurrence of any non-participation team not participating in the battle are provided. A guild status determination unit determines, for each guild, whether the guild is in an inactive state or an active state, based on a result of detecting a login state of each player. A guild integrated control unit forcibly disbands a guild (i.e. an inactive guild) determined to be in the inactive state, based on guild activity information notified from the status determination unit. A disbandment notification unit notifies each player belonging to the inactive guild, of the disbandment of the guild.
Game control method, server device, game system, and computer-readable recording medium
A social game and the like that can increase the fun and amusement of a team battle and enhance players' motivation to participate in or continue a game by suppressing an occurrence of any non-participation team not participating in the battle are provided. A guild status determination unit determines, for each guild, whether the guild is in an inactive state or an active state, based on a result of detecting a login state of each player. A guild integrated control unit forcibly disbands a guild (i.e. an inactive guild) determined to be in the inactive state, based on guild activity information notified from the status determination unit. A disbandment notification unit notifies each player belonging to the inactive guild, of the disbandment of the guild.
Game program, method for controlling computer, and computer
A game program when executed causes a computer to perform a process including storing a plurality of game areas each associated with one of a plurality of players including a subject player; receiving information concerning an own game area associated with the subject player and information concerning statuses of progress of the subject player and a plurality of other players different from the subject player through the game in the own game area; storing, in association with the own game area, the statuses of the progress of the subject player and the plurality of other players through the game in the own game area; comparing statuses of progress of the plurality of players through the game in the own game area; outputting display information for displaying a comparison result; and transmitting the display information to terminals of the plurality of players.