Automated Game Task Completion via NPC Partner Mode

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Solution Overview

Problem

Existing game systems require players to manually perform operations to achieve game tasks, which can be inconvenient and may lead to unfulfilled tasks due to time constraints or scheduling issues, lacking automation for task completion.

Innovation Solution

An information processing program that allows players to switch between two modes: one where tasks are achieved based on player operations and another where tasks are automatically completed by a designated non-player character (NPC) partner, even when the player is not actively playing, with options for task updates and reward distribution.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player manually performs operations to achieve game tasks, then the player can control the gameplay experience, but the player's time and effort are consumed and tasks may remain unfulfilled due to scheduling constraints

Engineering Contradiction:
Improveconvenience for achieving game taskVSAvoidtime required to complete game task
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system performs preliminary actions by automatically executing game tasks in the player's absence. The processor determines unachieved game tasks and automatically performs the operations required to complete them, such as collecting items or interacting with NPCs, before the player returns to the game.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game system provides self-service functionality by automatically managing and completing game tasks without requiring continuous player intervention. The system monitors task progress and executes necessary operations autonomously, allowing the game to service itself during periods when the player is inactive.

Inventive Principle:
Principle #25Self-service

2Extent of automation

If the player manually collects items to achieve game tasks, then the player maintains control over item usage, but items may be consumed without the player's intention

Engineering Contradiction:
Improveautomation of task completionVSAvoidaccuracy of item consumption
Core Design Contradiction:
Extent of automationVSReliability

Solution Approach 1:

The system implements feedback mechanisms by notifying the player when automatic task completion has occurred and what items were consumed. The processor provides information about the results of automatic operations, allowing the player to monitor and verify that item consumption aligns with task requirements.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system determines which items are required for automatic task completion before executing the operations. By pre-calculating the necessary items and their quantities, the system ensures that only appropriate items are consumed, maintaining accuracy in item usage while enabling automation.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If the system automatically determines unachieved game tasks, then task completion is maintained continuously, but the system complexity increases

Engineering Contradiction:
Improverate of game task completionVSAvoidcomplexity of task management system
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system segments the game task management into distinct functional modules: one module determines unachieved game tasks by comparing current progress against available tasks, another module selects which tasks to automatically execute, and a third module performs the actual operations. This segmentation reduces overall system complexity by organizing functions into manageable, independent components.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The processor performs multiple functions using the same hardware resources. It handles both player input processing and automatic task determination, manages item inventory and consumption tracking, and controls both manual and automated gameplay operations. This multi-functionality reduces the need for separate dedicated hardware components.

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

Data Source

PatentUS11529561B2Systems and methods of automatically performing virtual tasks within a video game
Publication Date: 2022.12.20 NINTENDO CO LTD
  • US11529561B2 patent drawing
  • US11529561B2 patent drawing
  • US11529561B2 patent drawing

AI summary

A computer is caused to: manage an item possessed by a player or a player character; and manage a state of a game task an achievement condition of which is that the item is handed over to a non-player character in the game and which is set so as to be associated with each non-player character; and switch a state of the game between a first mode and a second mode, based on a switching input. In the first mode, while the game is played, the computer is caused to achieve a game task, under a condition that the number of the items possessed is changed by a first change amount, based on an operation input by the player. In the second mode, even while the game is not played by the player, the computer is caused to achieve the game task without changing the number of the items possessed.