Battlefield Soldier Damage Calculation with Expected Death Modeling
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Solution Overview
Problem
Existing war game technologies fail to accurately simulate the health points and combat dynamics of individual soldiers due to performance limitations, resulting in unrealistic combat scenarios where armies are treated as single units, lacking the nuanced interactions and death processes of real combat.
Innovation Solution
An information processing method that calculates actual damage values and expected death quantities by considering soldier species, surviving quantities, and health points, simulating realistic combat dynamics by determining actual effective attack power and death expressions based on these factors.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the server calculates health points of all champions/soldiers in real time, then the combat realism and measurement precision are improved, but the server performance and processing speed deteriorate
Solution Approach 1:
The patent segments the army into multiple soldiers, each with independent health points and combat states. Instead of treating the army as a single unit, the system divides it into controllable champions and uncontrollable soldiers, allowing selective calculation and rendering only for visible/controllable units while aggregating data for the rest.
Solution Approach 2:
The patent uses template-based copying for soldier models and combat behaviors. Once a soldier template is defined with specific species, attack patterns, and health parameters, multiple instances can be generated and managed efficiently without recalculating each individual's full combat logic, reducing server burden while maintaining realism.
2Adaptability or versatility
If the player controls hundreds of champions/soldiers on the mobile phone in real time, then the combat control and adaptability are improved, but the player operation complexity and device performance deteriorate
Solution Approach 1:
The patent segments control authority between player and AI. The player directly controls a limited number of champion units, while the remaining soldiers are managed by AI logic that follows army formation and combat rules. This segmentation reduces player control complexity while maintaining overall army adaptability.
Solution Approach 2:
The army structure enables self-service control where soldiers automatically follow formation rules and combat instructions without direct player input for each unit. The army as a whole serves itself through AI-managed coordination, allowing the player to focus on strategic commands rather than micromanaging every soldier.
3Measurement precision
If each champion/soldier is taken as an independent unit, then the combat realism and measurement precision are improved, but the server calculation load and processing time deteriorate
Solution Approach 1:
The patent segments soldiers into two categories: controllable champions with full independent tracking and rendering, and uncontrollable soldiers that are tracked for combat statistics but not individually rendered. This segmentation reduces calculation time for visual processing while maintaining precision for combat mechanics.
Solution Approach 2:
The patent merges the rendering and detailed calculation processes for soldiers that are not currently visible or controllable. Instead of processing each soldier independently in real-time, the system combines and aggregates data for off-screen or non-interactive units, reducing processing time while preserving combat accuracy.
Data Source
AI summary
Provided are an information processing method, apparatus and system, a server and a storage medium, which relates to the field of game technologies; during simulation of an injury and death process of soldiers of an army in a battlefield, an actual damage value of a current attack is first determined; then, an expected death quantity of soldiers of an attacked army is determined according to the actual damage value, and the expected death quantity is sent to a client, such that the client plays a death action corresponding to the expected death quantity. Influences of a soldier species and a surviving soldier quantity are considered when the actual damage value is determined, and influences of the soldier species are also considered when the expected death quantity is determined based on the actual damage value.

