Adaptive Ghost Route Selection in Virtual Racing Games
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Solution Overview
Problem
Conventional race games using ghost characters for replaying player operation history result in unnatural behavior, as the ghost character does not adapt to the actual race conditions, leading to unreflective operation control.
Innovation Solution
A system that uses history information from a first race to determine a second race route for non-player objects based on race states and item possession, allowing for adaptive and natural operation control by selecting routes that reflect the current race conditions and item usage.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If a ghost character reproduces past operation history as it is, then the player operation history can be replayed, but the operation control becomes unnatural and does not adapt to actual race conditions
Solution Approach 1:
The ghost character's travel route is changed from a fixed reproduction of past history to a dynamic selection between first travel route (from history) and second travel route (alternative), allowing adaptation to current race conditions such as拥有的 items and race state
Solution Approach 2:
The system changes the parameter of travel route selection by introducing a determination mechanism that chooses between different routes based on race state parameters, transforming the ghost character from static replay to adaptive behavior
2Reliability
If the ghost character follows the original travel route from history, then the past performance can be replicated, but the behavior becomes unreflective and unnatural in new race contexts
Solution Approach 1:
The ghost character dynamically adjusts its behavior by selecting between reproducing the original first travel route and taking an alternative second travel route, making the control appear more natural and reflective of actual racing decisions
3Device complexity
If the non-player object uses fixed route from history information, then the system complexity is reduced, but the race engagement and realism decrease due to lack of variable factors
Solution Approach 1:
The system introduces parameter-based route determination where the non-player object's travel route changes based on race state parameters such as item possession, creating more realistic and engaging race conditions without excessive complexity
Data Source
AI summary
An information processing apparatus obtains at least one piece of history information that allows identification of a first travel route over which a game object has traveled in a first race run in a virtual game stage, executes a second race run in the virtual game stage, in which a game event occurs independently of the first race and in which a player object and at least one non-player object participate, associates the history information with the non-player object for the second race, and determines in the second race, over which of the first travel route identified by the associated history information and a second travel route different from the first travel route the non-player object is to travel, depending on a race state resulting from the game event that occurs in the second race.


