Alliance Engine Adaptive Resource Transfer

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Solution Overview

Problem

Existing gaming systems lack dynamic and adaptive mechanisms for managing in-game resources and interactions between players within virtual worlds, particularly in online multiplayer games, where resource sharing and adjacency-based effects are not efficiently handled.

Innovation Solution

The Alliance Engine determines adjacency values between in-game objects controlled by players and dynamically varies attributes or resources based on these values, allowing for resource transfers and adaptive property updates within player alliances, enhancing gameplay through proximity-based interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional static resource management is used in games, then system simplicity is maintained, but player engagement and resource sharing dynamics are limited

Engineering Contradiction:
Improveresource sharing adaptabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic resource management where resource attributes and sharing parameters automatically adjust based on real-time player proximity and alliance relationships. The system transitions from static resource allocation to dynamic allocation that responds to changing game states, player positions, and alliance formations, enabling adaptive resource sharing without requiring complex manual configuration

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes key parameters such as resource sharing ratios, accessibility levels, and transfer rates based on player alliance status and spatial proximity. When players form alliances or approach each other in the virtual world, the resource parameters automatically adjust to reflect these relationships, creating versatile resource sharing mechanics through parameter modulation rather than structural complexity

Inventive Principle:
Principle #35Parameter changes

2Productivity

If proximity-based interactions are implemented, then player engagement is enhanced, but computational overhead for calculating adjacency values increases

Engineering Contradiction:
Improvegameplay engagementVSAvoidcomputational energy
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system calculates adjacency values and triggers resource sharing effects only when players meet specific proximity thresholds or alliance conditions, rather than continuously monitoring all player interactions. This partial action approach focuses computational resources on relevant interactions, enhancing engagement through proximity-based mechanics while avoiding excessive computational overhead from universal monitoring

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system uses feedback mechanisms where resource sharing outcomes and adjacency detection results are fed back into the game state, automatically adjusting future interaction parameters. This creates efficient loops where computational energy is invested only when meaningful interactions occur, with results feeding back to optimize subsequent calculations rather than maintaining constant high-level processing

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If dynamic attribute variation is implemented based on adjacency, then resource management flexibility is improved, but system response time may increase

Engineering Contradiction:
Improveresource management flexibilityVSAvoidsystem response time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system pre-establishes resource sharing rules, adjacency thresholds, and attribute variation parameters before players engage in interactions. When players meet proximity conditions or form alliances, the pre-configured rules automatically execute without requiring real-time decision-making or complex calculations, achieving flexible resource management through pre-planned response protocols that minimize system response time

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11351461B2Adaptive object placement in computer-implemented games
Publication Date: 2022.06.07 ZYNGA INC
  • US11351461B2 patent drawing
  • US11351461B2 patent drawing
  • US11351461B2 patent drawing

AI summary

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.