Auto Chess Virtual Object Synthesis via Preliminary Action and Intermediary Vouchers
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Solution Overview
Problem
In auto chess games, it is difficult and time-consuming for users to obtain and synthesize virtual objects of the first level, leading to low efficiency in enhancing battle power.
Innovation Solution
An information display method and apparatus that display a first virtual object of a first level, trigger the synthesis of a second virtual object of a second level when a preset number of first-level objects is reached, and provide a voucher that allows users to redeem for additional virtual objects, improving the efficiency of battle power enhancement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If users manually obtain and synthesize virtual objects through traditional methods, then the game maintains standard progression difficulty, but the process becomes time-consuming and efficiency is reduced
Solution Approach 1:
The system pre-generates synthesis results and prepares voucher options before the user completes the synthesis process. When users synthesize virtual objects, the system has already prepared the next-level synthesis options and voucher selections, allowing users to quickly continue the process without waiting for system processing or manual calculation of next steps.
Solution Approach 2:
The patent introduces vouchers as an intermediary element that bridges the gap between synthesis levels. Instead of directly requiring users to manually obtain each virtual object, the voucher system mediates the process by providing pre-prepared selection options that represent potential synthesis outcomes, thereby reducing the time and effort users need to invest in each synthesis step.
2Productivity
If the game process is accelerated through automated synthesis, then efficiency improves, but the complexity of the system increases due to voucher management and multiple selection options
Solution Approach 1:
The system segments the synthesis process into distinct, manageable components: virtual object synthesis, voucher generation, and candidate selection. Each component operates independently with clearly defined inputs and outputs. The voucher system is separated from the core synthesis mechanism, allowing it to be managed as a distinct module that provides selection options without complicating the fundamental synthesis process.
3Adaptability or versatility
If multiple candidate virtual objects are provided for voucher redemption, then user choice and engagement improve, but the interface and operation complexity increases
Solution Approach 1:
The system uses visual differentiation (analogous to color changes) to clearly distinguish between different candidate virtual objects presented for voucher redemption. Each candidate is displayed with distinct visual characteristics that make them easily identifiable and comparable, allowing users to quickly assess their options without confusion. This visual coding system helps users navigate the selection process efficiently despite the presence of multiple choices.
Data Source
AI summary
An information display method is provided. In the method, a first virtual object of a plurality of virtual objects in a first level of a chess game is displayed. The first virtual object is associated with a first user account. When a number of the plurality of virtual objects of the first level reaches a preset number, a first voucher and a second virtual object of a second level are displayed. The second virtual object is synthesized based on the preset number of the plurality of virtual objects. At least two candidate virtual objects are displayed when the first voucher is redeemed. When one of the at least two candidate virtual objects is selected by the first user, the selected candidate virtual object is displayed. The selected candidate virtual object is obtained by the first user account.


