Cooperative Game Board Attack Power Computation

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Solution Overview

Problem

Conventional terminal devices for gaming lack a sense of unity between players connected via communication means, as they primarily function as opponents rather than cooperative allies, limiting the ingenuity and teamwork experience in competitive games.

Innovation Solution

A terminal device system that allows players to select between single play and multiplay modes, where in multiplay mode, players cooperate against a shared enemy team by determining attack power based on operations on a board displayed on a display unit, with attack power computation involving both local and remote player inputs via communication processing units.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiplay mode is implemented allowing cooperative gameplay, then sense of unity and ingenuity is improved, but device complexity and communication processing requirements increase

Engineering Contradiction:
Improvesense of unityVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is segmented into distinct functional modules: play mode selection unit, attack power computation unit, communication processing unit, and physical strength parameter processing unit. Each module handles specific aspects of the cooperative gameplay, distributing complexity across separate components rather than concentrating it in a single system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A communication processing unit acts as an intermediary between multiple terminal devices, facilitating coordinated gameplay without requiring direct complex interactions between players' devices. This mediator handles the exchange of operation results and attack power information, simplifying the overall system architecture.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If attack power is computed based on both local and remote player inputs, then cooperative strategy engagement is improved, but communication data processing requirements increase

Engineering Contradiction:
ImproveingenuityVSAvoidcommunication data processing
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The computation of attack power is extracted as a distinct function performed by the attack power computation unit, separate from communication processing. This unit receives operation results from both local and remote players but processes the attack power calculation independently, reducing the burden on communication channels.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Operation results from remote players are received and stored in advance through the communication processing unit before being used in attack power computation. This preliminary action allows the system to prepare data for processing without requiring real-time communication during the actual attack calculation, reducing communication overhead.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If play mode selection is added between single play and multiplay, then game versatility is improved, but system complexity increases

Engineering Contradiction:
Improvegame versatilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The play mode selection unit enables the terminal device to function in multiple modes (single play and multiplay) using the same core game mechanics and components. By making the system universal across different play modes, additional versatility is achieved without proportionally increasing complexity, as the underlying attack power computation and game processing remain consistent.

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

Data Source

PatentUS9744460B2Device and method for determining attack power based on operating objects disposed on a board
Publication Date: 2017.08.29 GUNGHO ONLINE ENTERTAINMENT
  • US9744460B2 patent drawing
  • US9744460B2 patent drawing
  • US9744460B2 patent drawing

AI summary

A system for controlling progress of an electronic game by determining attack power of one or more characters constituting an ally team on the basis of a first player operating a plurality of objects disposed on a board formed by m rows and n columns and displayed on a display unit, applying the attack with the attack power to one or more characters constituting an enemy team, and varying the remaining value of a physical strength parameter related to the character constituting the enemy team. The system can a placement control unit that displays a board including objects operated by the first player superimposed with objects operated by the second player, wherein an order of the superimposition and a display size of the board is varied in accordance with a progress of the electronic game.