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
Engineering 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
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.
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.
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
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.
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.
3Productivity
If the system automatically determines unachieved game tasks, then task completion is maintained continuously, but the system complexity increases
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.
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.
Data Source
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.


