IP Library Granted Patent US 11,642,590
Granted Patent B2
US 11,642,590 · App. 17/395,137 · Granted May 9, 2023

Game processing system, method of processing game, and storage medium storing program for processing game

Inventors: Takashi Kuwatani (Tokyo, JP); Makoto Chida (Tokyo, JP)
Assignee: GREE, Inc.
A63F13/25A63F13/21A63F13/26A63F13/428G06F3/012G06F3/04817H04L51/04A63F2300/8082G02B27/017G06F3/013G06F3/0488
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Quick Facts
Patent No.
US 11,642,590
App. No.
17/395,137
Granted
May 9, 2023
Kind
B2
Abstract

A game processing system for processing of a game that provides interaction with a virtual character according to one embodiment includes a storage that stores action data for specifying one or more actions of the virtual character and one or more computer processors. The game includes a VR mode in which the game progresses in accordance with detection information obtained by a head mounted display. The one or more processors determine an action of the player performed toward the virtual character based on the detection information obtained by the head mounted display attached to the head of the player, cause the virtual character to interact with the player based on the action of the player; and suspend execution of the VR mode if a suspension condition is satisfied.

Claims (76)

1. A game processing system for processing of a game that provides communication with a virtual character, the system having a storage and one or more computer processors, the storage storing player action data for specifying one or more player actions a player is capable of performing toward a virtual character and action data for specifying one or more actions of the virtual character,

wherein the actions of the virtual character include a first high-layer action and a first low-layer action to which the first high-layer action is switched upon satisfaction of a first switch condition,

wherein the action data includes first high-layer action data defining the first high-layer action and first low-layer action data defining the first low-layer action, and

wherein the one or more computer processors execute computer-readable instructions to:

cause the virtual character to perform the first high-layer action, based on the first high-layer action data;

determine a player action of the player performed toward the virtual character based on detection information obtained by a head mounted display attached to a head of the player and the player action data;

determine whether a suspension condition is satisfied based on the determined player action of the player;

if the suspension condition is not satisfied and the first switch condition is not satisfied, cause the virtual character to perform the first high-layer action;

if the suspension condition is determined to be satisfied after the first high-layer action starts and before the first switch condition is satisfied, cause the virtual character to suspend execution of the first high-layer action and to start the first low-layer action based on the first low-layer action data; and

if the first switch condition is determined to be satisfied after the first high-layer action starts, cause the virtual character to start the first low-layer action based on the first low-layer action data after the first high-layer action ends.

2. The game processing system of claim 1 ,

wherein the actions of the virtual character further include a second low-layer action to which the first high-layer action is switched upon satisfaction of a second switch condition,

wherein the action data further includes second low-layer action data defining the second low-layer action, and wherein the one or more computer processors execute computer-readable instructions to:

if the suspension condition is determined to be satisfied after the first high-layer action starts and before the first switch condition or the second switch condition is satisfied, cause the virtual character to suspend execution of the first high-layer action and to start the first low-layer action based on the first low-layer action data; and

if the second switch condition is determined to be satisfied after the first high-layer action starts, cause the virtual character to start the second low-layer action based on the second low-layer action data.

3. The game processing system of claim 1 ,

wherein the actions of the virtual character include a second high-layer action and a third low-layer action to which the second high-layer action is switched upon satisfaction of a third switch condition,

wherein the action data further includes third low-layer action data defining the third low-layer action, and wherein the one or more computer processors execute computer-readable instructions to:

if the suspension condition is determined to be satisfied after the second high-layer action starts and before the third switch condition is satisfied, cause the virtual character to suspend execution of the second high-layer action and to start the first low-layer action based on the first low-layer action data; and

if the third switch condition is determined to be satisfied after the first high-layer action starts, cause the virtual character to start the third low-layer action based on the third low-layer action data.

4. The game processing system of claim 1 ,

wherein the first high-layer action and the first low-layer action are included in a first scene, and

wherein the first scene ends if the first low-layer action ends.

5. The game processing system of claim 4 ,

wherein the first scene further includes the second low-layer action,

wherein the first scene ends if the second low-layer action ends, and

wherein the one or more computer processors execute computer-readable instructions to, if the suspension condition is determined to be satisfied after the second low-layer action starts and before the second low-layer action ends, cause the virtual character to suspend execution of the second low-layer action and to start the first low-layer action.

6. The game processing system of claim 4 , wherein

wherein the first scene further includes a third high-layer action,

wherein the first scene ends if the third high-layer action ends, and

wherein the one or more computer processors execute computer-readable instructions to, if the suspension condition is determined to be satisfied after the third high-layer action starts and before the third high-layer action ends, cause the virtual character to suspend execution of the third high-layer action and to start the first low-layer action.

7. The game processing system of claim 1 ,

wherein the determined player action is gazing at a gazing point within a virtual space, and

wherein the suspension condition includes that the gazing point is located on a prohibited area set in the virtual space.

8. The game processing system of claim 1 ,

wherein the suspension condition includes that the player repeats a same player action more than a predetermined number of times.

9. The game processing system of claim 1 , wherein the suspension condition includes that the player does a player action on a predetermined part of the virtual character more than a predetermined number of times.

10. The game processing system of claim 1 , wherein the suspension condition includes that the player performs a player action deemed as a banned action.

11. The game processing system of claim 1 , wherein the suspension condition includes that a parameter used in the game is equal to or greater than a predetermined threshold value, or equal to or less than a predetermined threshold value.

12. The game processing system of claim 11 ,

wherein the game includes a first mode in which the game progresses in accordance with an input from an information processing device unattached to the head of the player and a second mode in which the game progresses in accordance with the detection information of the head mounted display, and

wherein the parameter is updated in accordance with progress of the game in the first mode and the second mode.

13. The game processing system of claim 1 , wherein the first switch condition includes that an action of the virtual character defined as the first high-layer action ends.

14. The game processing system of claim 1 , wherein the first switch condition includes that the determined player action is a predetermined action.

15. The game processing system of claim 1 , wherein the first switch condition includes that the player answers a question made by the virtual character.

16. The game processing system of claim 1 , wherein the first high-layer action data includes reaction data for specifying a reaction taken by the virtual character to the player action.

17. A game processing system for processing of a game that provides communication with a virtual character, the system having a storage and one or more computer processors, the storage storing player action data for specifying one or more player actions a player is capable of performing toward the virtual character and action data for specifying one or more actions of the virtual character,

wherein the actions of the virtual character include a first high-layer action, a first low-layer action to which the first high-layer action is switched upon satisfaction of a first switch condition, and a second low-layer action different from the first low-layer action,

wherein the action data includes first high-layer action data defining the first high-layer action, first low-layer action data defining the first low-layer action, and second low-layer action data defining the second low-layer action, and

wherein the one or more computer processors execute computer-readable instructions to:

cause the virtual character to perform the first high-layer action, based on the first high-layer action data;

determine a player action of the player performed toward the virtual character based on detection information obtained by a head mounted display attached to a head of the player and the player action data;

determine whether a suspension condition is satisfied based on the determined player action of the player;

if the suspension condition is not satisfied and the first switch condition is not satisfied, cause the virtual character to perform the first high-layer action;

if the suspension condition is determined to be satisfied after the first high-layer action starts and before the first switch condition is satisfied, cause the virtual character to suspend execution of the first high-layer action and to start the second low-layer action based on the second low-layer action data; and

if the first switch condition is determined to be satisfied after the first high-layer action starts, cause the virtual character to start the first low-layer action based on the first low-layer action data after the first high-layer action ends.

18. The game processing system of claim 17 , wherein the first high-layer action data includes reaction data for specifying one or more reactions taken by the virtual character to the player actions.

19. A method of processing a game that provides communication with a virtual character by executing computer readable instructions by one or more computer processors, with a use of player action data for specifying one or more player actions a player is capable of performing toward the virtual character and action data for specifying one or more actions of the virtual character,

wherein the actions of the virtual character include a first high-layer action and a first low-layer action to which the first high-layer action is switched upon satisfaction of a first switch condition, and

wherein the action data includes first high-layer action data defining the first high-layer action and first low-layer action data defining the first low-layer action, wherein the method comprises steps of:

causing the virtual character to perform the first high-layer action, based on the first high-layer action data;

determining a player action of the player performed toward the virtual character based on detection information obtained by a head mounted display attached to a head of the player and the player action data;

determining whether a suspension condition is satisfied based on the determined player action of the player;

if the suspension condition is not satisfied and the first switch condition is not satisfied, causing the virtual character to perform the first high-layer action;

if the suspension condition is determined to be satisfied after the first high-layer action starts and before the first switch condition is satisfied, causing the virtual character to suspend execution of the first high-layer action and to start the first low-layer action based on the first low-layer action data; and

if the first switch condition is determined to be satisfied after the first high-layer action starts, causing the virtual character to start the first low-layer action based on the first low-layer action data after the first high-layer action ends.

20. A computer-readable non-transitory storage medium storing a game processing program, the game processing program being configured to, when executed by one or more computer processors, process a game that provides communication with a virtual character, with a use of player action data for specifying one or more player actions a player is capable of performing toward the virtual character and action data for specifying one or more actions of the virtual character,

wherein the actions of the virtual character include a first high-layer action and a first low-layer action to which the first high-layer action is switched upon satisfaction of a first switch condition,

wherein the action data includes first high-layer action data defining the first high-layer action and first low-layer action data defining the first low-layer action, and

wherein the game processing program causes the one or more computer processors to:

cause the virtual character to perform the first high-layer action, based on the first high-layer action data;

determine a player action of the player performed toward the virtual character based on detection information obtained by a head mounted display attached to a head of the player and the player action data;

determine whether a suspension condition is satisfied based on the determined player action of the player;

if the suspension condition is not satisfied and the first switch condition is not satisfied, cause the virtual character to perform the first high-layer action;

if the suspension condition is determined to be satisfied after the first high-layer action starts and before the first switch condition is satisfied, cause the virtual character to suspend execution of the first high-layer action and to start the first low-layer action based on the first low-layer action data; and

if the first switch condition is determined to be satisfied after the first high-layer action starts, cause the virtual character to start the first low-layer action based on the first low-layer action data after the first high-layer action ends.

Assignments (3)
CORRECTIVE ASSIGNMENT TO CORRECT THE RECEIVING PARTY STREET ADDRESS AND ATTORNEY DOCKET NUMBER PREVIOUSLY RECORDED AT REEL: 71308 FRAME: 765. ASSIGNOR(S) HEREBY CONFIRMS THE CHANGE OF NAME. Recorded Jun 10, 2025
From: GREE, INC.
To: GREE HOLDINGS, INC.
Reel/Frame 071611/0252 →
CHANGE OF NAME Recorded May 16, 2025
From: GREE, INC.
To: GREE HOLDINGS, INC.
Reel/Frame 071308/0765 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 5, 2021
From: KUWATANI, TAKASHI; CHIDA, MAKOTO
To: GREE, INC.
Reel/Frame 057096/0464 →
Priority Claims (3)
JP JP2018-019004 · Feb 6, 2018 · national
JP JP2018-115088 · Jun 18, 2018 · national
JP JP2018-218066 · Nov 21, 2018 · national
Continuity (3)
Continuation 16863227 · Apr 30, 2020
Continuation 16268728 · Feb 6, 2019
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