Battle Game Team Selection for Strategic Plot Occupation

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Solution Overview

Problem

Existing battle-type games suffer from reduced strategic depth due to sequential plot occupation, which negatively impacts user experience.

Innovation Solution

Implement a system that allows users to select teams within a camp with different battle configurations, enabling teams to occupy plots based on their configuration, and display battle scenes where teams can capture adjacent plots, including spawn points and protected plots.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If teams sequentially occupy plots adjacent to their starting plots, then the occupation process is simple and straightforward, but the strategic depth is reduced and user experience is negatively impacted

Engineering Contradiction:
Improveplot occupation processVSAvoidstrategic depth
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent divides the plot occupation process into two independent stages: first, teams select and occupy plots based on battle configuration (strategic layer); second, teams sequentially occupy adjacent plots (execution layer). This segmentation allows simple sequential execution while maintaining strategic depth through the first stage, resolving the contradiction between ease of operation and strategic depth.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements preliminary plot selection and configuration before the actual battle. Teams pre-select which plots they want to occupy and what battle configuration they choose, allowing strategic decisions to be made in advance. This preliminary action maintains strategic depth while the actual plot occupation can proceed sequentially, resolving the contradiction.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If multiple teams within the same camp have different battle configurations, then strategic variety and user enjoyment are enhanced, but system complexity increases

Engineering Contradiction:
Improvebattle configuration varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the camp into multiple independent teams, each capable of selecting different battle configurations. The system processes each team's configuration independently, then integrates the results. This segmentation allows variety among teams while managing system complexity through modular processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal plot occupation mechanism that works for all teams regardless of their specific battle configuration. The same basic occupation logic applies to all teams, with the system automatically adjusting to handle different configurations. This universality enables variety in gameplay while keeping the core system simple.

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

Data Source

PatentUS20250235785A1Information processing method and computerized system for battle game, and computer readable medium
Publication Date: 2025.07.24 YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD
  • US20250235785A1 patent drawing
  • US20250235785A1 patent drawing
  • US20250235785A1 patent drawing

AI summary

The present disclosure provides an information processing method and apparatus for a battle game, and an electronic device. The method includes: determining, by a processor, a first team to which a first user belongs according to a team selection operation of the user in a first camp to which the first user belongs; generating, by the processor, a first battle scene for displaying on an interface; and displaying, on the interface, the first battle scene.