Automatic Player Character Movement in Network Games

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Solution Overview

Problem

In network games, players face discomfort when their characters stop moving temporarily, leading to uneven gameplay and potential mistrust among players, as others continue moving without the disconnected player's knowledge, and frequent disconnections are cumbersome.

Innovation Solution

A network game system where the server manages character movement and progress, allowing automatic movement of player characters based on game state, enabling players to temporarily disconnect without halting the game, reducing annoyance and maintaining trust among players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a player disconnects from the server apparatus, then the player can temporarily leave the game, but the player character stops moving and creates discomfort for other players

Engineering Contradiction:
ImprovePlayer's ability to temporarily leave the gameVSAvoidGame progression consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The server apparatus stores movement history information of the player character in advance before disconnection. When the player reconnects, this pre-stored information is used to automatically move the character along the recorded path, ensuring continuous game progression without manual input.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables the player character to move automatically using stored movement history without requiring continuous player control. The character serves itself by following the pre-recorded movement pattern, maintaining game participation even when the player is disconnected.

Inventive Principle:
Principle #25Self-service

2Reliability

If other players wait for the disconnected player, then game fairness is maintained, but game progression is delayed and productivity decreases

Engineering Contradiction:
ImproveGame fairnessVSAvoidGame progression speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The server apparatus pre-stores movement history information that captures the player's intended movement path. This allows the character to automatically resume movement upon reconnection without requiring other players to wait, as the system has already prepared the movement data in advance.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server apparatus acts as an intermediary by storing and managing movement history information. It mediates between the disconnected player and the game world, automatically executing the stored movement pattern to maintain both fairness and continuous game progression.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If frequent disconnections are allowed, then player flexibility is improved, but trust among players deteriorates due to character inactivity

Engineering Contradiction:
ImprovePlayer flexibility to disconnectVSAvoidPlayer trust
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The player character automatically moves itself using stored movement history information when the player is disconnected. This self-service capability ensures the character remains active and contributes to the game, preventing the trust deterioration that would result from character inactivity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system ensures continuous useful action by automatically executing stored movement history. The player character maintains continuous participation in the game even during player disconnection, preserving trust and flexibility simultaneously.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS11103791B2Automatic movement of player character in network game
Publication Date: 2021.08.31 SQUARE ENIX HLDG CO LTD
  • US11103791B2 patent drawing
  • US11103791B2 patent drawing
  • US11103791B2 patent drawing

AI summary

A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.