Causality Matrix for Virtual World Simulation

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Solution Overview

Problem

Current virtual world simulations face limitations in realism due to hard-coded entity actions and interactions, leading to repetitive outcomes and memory management issues, especially when simulating large populations or complex terrains, resulting in poor performance or sacrificed realism.

Innovation Solution

A causality matrix is implemented to manage entity interactions, driven by a hierarchy of needs, skills, and knowledge, allowing entities to dynamically fulfill their needs through organic behavior and interactions, while optimizing memory management through efficient data storage and processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If hard-coded entity actions and interactions are used, then programming simplicity is maintained, but realism and organic behavior deteriorate

Engineering Contradiction:
Improveprogramming simplicityVSAvoidrealism
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The system transitions from static hard-coded interactions to dynamic causality-driven behavior. Entities dynamically evaluate their needs hierarchy and selectively activate causes based on current state, allowing flexible organic behavior without complete hard-coding of all interaction scenarios.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of entity behavior from fixed pre-programmed actions to variable needs-driven selections. By parameterizing entity needs, causes, and effects, the system allows entities to adapt their behavior based on internal state and external conditions, improving realism while maintaining programming efficiency.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If a large population of simulated entities is stored in memory, then simulation realism is improved, but system performance deteriorates

Engineering Contradiction:
Improvesimulation realismVSAvoidsystem performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system extracts only the essential causality data (needs, causes, effects) from complete entity simulations. By storing simplified causality matrices rather than full entity states and interaction logic, memory requirements are dramatically reduced while maintaining the ability to simulate large populations realistically.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of storing complete entity models and computing interactions on-demand, the system pre-computes and stores causality relationships, then inverts the approach by having entities selectively apply causes based on needs rather than evaluating all possible interactions. This inversion reduces real-time computational burden.

Inventive Principle:
Principle #13The other way round (Inversion)

3Reliability

If complex simulation terrain and large entity populations are simulated, then environmental realism is improved, but memory management becomes infeasible

Engineering Contradiction:
Improveenvironmental realismVSAvoidmemory usage
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The system segments the simulation data into discrete causality units (needs, causes, effects) that can be independently stored and processed. By segmenting entity behavior into modular causality relationships rather than storing complete interaction models, memory efficiency is improved while maintaining the ability to simulate complex environments with large populations.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9364762B2Physical and environmental simulation using causality matrix
Publication Date: 2016.06.14 CRAG CO LLC
  • US9364762B2 patent drawing
  • US9364762B2 patent drawing
  • US9364762B2 patent drawing

AI summary

A simulation engine for causing a local or distributed computing system to produce a simulation of a virtual world includes one or more program modules that improve the realism and memory management of the simulation. An overworld object includes data pertaining to a world map and data pertaining to parameters for instantiating one or more NPCs within the virtual world. The world map may include map nodes that track the NPCs thereon, and also retain terrain data in a map set. The map set may be a single array of characters, each character referencing a terrain configuration that may be stored on the local computing system. An NPC object may include a hierarchy of needs that governs the behavior of the NPC. The needs may be basic needs such as eating and sleeping, and may have increasing complexity, requiring the completion of tasks and subtasks to fulfill the need.