Automatic Targeting in Computer Games via Self-Service Detection

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Solution Overview

Problem

In conventional computer role-playing games, users must manually target objects during gameplay, which decreases user engagement and concentration due to the need for continuous input to aim at target objects.

Innovation Solution

A method and apparatus that automatically target objects within a designated distance and horizontal angle from the user-controlled character, allowing the game to recognize and lock onto targets without user input, enhancing gameplay experience by reducing the need for manual targeting.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If manual targeting is used, then the user can precisely select target objects, but the user concentration decreases and operation complexity increases

Engineering Contradiction:
Improvetargeting precisionVSAvoidoperation complexity
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The system performs automatic targeting by detecting target objects within the field of view and determining their positions relative to the player character without requiring manual input from the user. The game server automatically identifies and manages target objects, allowing the system to serve itself in the targeting process.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system pre-processes target object detection by continuously monitoring the field of view and identifying potential targets before the user needs to engage them. The game server maintains a list of detected target objects and their positions, preparing targeting information in advance so that when combat is initiated, the targeting is already established.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If manual targeting is required, then the user can control the target selection, but the user engagement decreases due to continuous input requirements

Engineering Contradiction:
Improveuser controlVSAvoiduser engagement
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system automatically detects and manages target objects within the field of view, performing the targeting function without requiring continuous user input. The game server autonomously identifies target objects and maintains targeting information, freeing the user from repetitive manual operations while preserving engagement with the game's core mechanics.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If automatic targeting is implemented, then user convenience improves and concentration increases, but the system complexity increases

Engineering Contradiction:
Improveuser convenienceVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The game server acts as an intermediary between the user terminal and the target objects. It receives detection information about target objects, determines their positions relative to the player character, and manages the automatic targeting process. This intermediary approach centralizes the complexity in the server rather than requiring complex client-side processing.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system continuously monitors the field of view for target objects and provides feedback by updating the list of detectable targets. The game server receives detection information, processes it to determine target positions, and maintains an updated list of target objects that can be automatically engaged, creating a closed-loop feedback system for automatic targeting.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10350487B2Method and apparatus for automatically targeting target objects in a computer game
Publication Date: 2019.07.16 WEMADE ICARUS CO LTD
  • US10350487B2 patent drawing
  • US10350487B2 patent drawing
  • US10350487B2 patent drawing

AI summary

A method of automatically targeting a target object, the method including setting a target range including a designated distance from a user-controlled character and a designated horizontal angle centering at a location of the character, selecting at least one target object included in the set target range, and displaying a shape distinguishable from a shape of the target object at a location near the at least one selected target object, wherein the target object is an object the character is able to attack from among objects in a computer game.