Adaptive Battle Simulation System for Game Outcome Consistency

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Solution Overview

Problem

Existing game technologies often result in a discrepancy between expected and actual battle outcomes based on whether a user can ascertain the course of the battle, leading to a feeling of inconsistency.

Innovation Solution

A game system that combines different methods of battle simulation based on the user's ability to see battle actions, using group and individual physical strength reductions with varying parameters to align expected and actual outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If a single battle simulation method is used regardless of user visibility, then the game system is simple to implement, but the consistency between expected and actual battle outcomes deteriorates

Engineering Contradiction:
Improvebattle simulation systemVSAvoidconsistency of battle outcomes
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent applies dynamics by making the battle simulation method adaptive rather than static. The system dynamically switches between first and second simulation methods based on whether the user can ascertain the battle course. This resolves the contradiction by allowing the system complexity to adjust according to visibility conditions, thereby maintaining outcome consistency without unnecessarily complicating the system when simplicity suffices.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the simulation parameter (method type) based on the visibility condition. When the user can ascertain the battle course, the system uses the second simulation method with different parameters than when the user cannot ascertain it. This parameter adaptation allows the system to maintain reliability across different viewing conditions while managing complexity appropriately for each scenario.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If different battle simulation methods are used based on user visibility, then the consistency between expected and actual battle outcomes is improved, but the complexity of the battle simulation system increases

Engineering Contradiction:
Improveconsistency of battle outcomesVSAvoidbattle simulation system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the battle simulation into two distinct methods: a first simulation method for when users cannot ascertain the battle course, and a second simulation method for when users can. This segmentation allows each method to be optimized for its specific condition, improving reliability without requiring the entire system to be overly complex. The system only implements the necessary complexity for each segment rather than a uniformly complex solution.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The battle simulation system is designed with multi-functionality to handle both visibility conditions through a unified framework. The same game system can adaptively apply different simulation methods based on user perspective, making the system universally applicable to various battle scenarios. This multi-functionality improves consistency across different conditions while avoiding the need for separate independent systems.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Productivity

If battle outcomes are determined without considering user visibility, then the game processing is simple and fast, but the fairness and consistency of battle results deteriorates

Engineering Contradiction:
Improvebattle processing speedVSAvoidfairness of battle results
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent applies preliminary action by determining the user's visibility status before executing the battle simulation. The system pre-establishes which simulation method to use based on whether the user can ascertain the battle course, allowing for efficient processing without requiring complex real-time adjustments during battle execution. This preliminary determination maintains fairness while preserving processing speed.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses feedback from the user's visibility condition to select the appropriate simulation method. The battle processing adapts based on feedback about whether the user can see the battle course, ensuring fair and consistent results. This feedback mechanism allows the system to maintain productivity by only applying the necessary level of simulation complexity for each specific situation.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250108299A1Non-transitory recording medium storing game program, game processing method and game device
Publication Date: 2025.04.03 KOEI TECMO GAMES CO LTD
  • US20250108299A1 patent drawing
  • US20250108299A1 patent drawing
  • US20250108299A1 patent drawing

AI summary

A non-transitory recording medium storing a game program that causes a computer to execute a process. The process includes, in a game in which it is possible that a user ascertains a result of a fight, performing the fight in a first manner in a case in which a user is unable to ascertain a course of the fight, and performing the fight in a second manner and with all or part of the first manner in a case in which a user is able to ascertain the course of the fight.