AFK Helper System for Game Interruption Management

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Solution Overview

Problem

Players are frequently interrupted during computer games, leading to challenges, especially during critical moments or multiplayer sessions, as existing technologies lack effective solutions to manage interruptions seamlessly.

Innovation Solution

A system with a processor that detects interruptions and provides three phases of assistance: initial notification, automated management during the interruption, and post-interruption support, using audio signals, camera recognition, and machine learning to determine interruption duration and render appropriate assistance, such as pausing the game, moving characters, or providing recaps.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the player continues playing during an interruption, then game progress is maintained, but the player may miss important real-world events or experiences discomfort

Engineering Contradiction:
Improvegame progressVSAvoidinterruption impact
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary actions by detecting the interruption event and automatically pausing the game before the player can react. It proactively manages the interruption by saving game state, notifying other players, and maintaining character status without requiring player intervention during the interruption period.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The AFK helper system provides self-service functionality by automatically detecting interruptions through various sensors (microphone, camera, motion sensors), making decisions about game state management, and executing appropriate actions without continuous player input. The system serves itself by monitoring its own operational status and adapting to interruption events autonomously.

Inventive Principle:
Principle #25Self-service

2Ease of operation

If the player pauses the game during an interruption, then real-world attention can be given, but game progress is lost and time is wasted

Engineering Contradiction:
Improveinterruption managementVSAvoidgame time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system implements feedback mechanisms by providing visual and audio notifications to the player about the interruption detection and the actions taken. It communicates game state changes, character status, and interruption duration to keep the player informed while enabling automatic management, thus reducing the perceived loss of control and time.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent replaces manual player actions with automated electronic systems. Instead of requiring the player to manually pause, save, and manage game state during interruptions, the system uses sensors, processors, and software algorithms to detect interruptions and automatically execute game management tasks, substituting mechanical player operations with electronic automation.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Reliability

If automated assistance is provided during AFK, then game state is maintained, but system complexity increases

Engineering Contradiction:
Improvegame state maintenanceVSAvoidAFK helper system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The AFK helper system is segmented into distinct functional modules: detection module (sensors for motion, audio, camera), processing module (microcontroller or processor), execution module (game interface control), and notification module (display and audio outputs). Each module performs a specific function, making the overall complex system manageable through modular design and independent optimization.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12128302B2Away from keyboard (AFK) helper for game players
Publication Date: 2024.10.29 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12128302B2 patent drawing
  • US12128302B2 patent drawing
  • US12128302B2 patent drawing

AI summary

A player who is interrupted during play of a computer simulation such as a computer game and must attend to other matters (colloquially referred to herein as being “away from keyboard” or “AFK”) is assisted in three phases. A first type of assistance is rendered when entering AFK, as in, at the start of the interruption. A second type of assistance is rendered during AFK, while the player is away. A third type of assistance is rendered when the player returns from AFK to the computer simulation.