Dynamic Action Pattern Generation for Game Boss Characters

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Solution Overview

Problem

Existing games face challenges in maintaining the difficulty and variety of boss character action patterns, leading to predictable encounters and increased development costs due to the need for numerous action pattern data sets, even when characters are of the same type across different stages.

Innovation Solution

A game system that generates and controls action patterns for characters by selecting and modifying action pattern routines based on predetermined conditions, allowing for dynamic changes in action patterns during gameplay, thereby diversifying character actions without significantly increasing data quantity or development costs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If separate action pattern data is produced for each character and stage, then the action pattern variety is maintained, but the data quantity and development cost increase significantly

Engineering Contradiction:
Improveaction pattern varietyVSAvoiddata quantity
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent creates a universal action pattern data structure where a single set of action pattern data can be applied across multiple characters and stages. The action pattern information is designed to be character-type-based rather than character-instance-based, allowing the same action patterns to serve multiple boss characters of the same type throughout the game, thereby reducing overall data quantity while maintaining variety through selective application.

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

Solution Approach 2:

The patent applies local quality by allowing different action pattern configurations for different character types and stages. Instead of creating entirely separate data sets for each character, the system selectively applies or modifies specific action pattern elements based on the character type and stage context, maintaining local variety while using a global data structure.

Inventive Principle:
Principle #3Local quality

2Ease of manufacture

If the same boss character type appears across multiple stages, then development cost is reduced, but the action pattern becomes predictable and loses variety

Engineering Contradiction:
Improvedevelopment costVSAvoidaction pattern variety
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent introduces dynamics by allowing action pattern data to be selectively applied or modified based on stage and character type. The system can dynamically choose which action patterns to apply, modify certain parameters, or combine different action pattern elements, making the same boss character type behave differently across stages without requiring separate data sets for each instance.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent utilizes parameter changes by allowing modification of action pattern parameters based on stage and character type. Specific parameters within the action pattern data can be adjusted, such as timing, intensity, or sequence of actions, enabling the same base action pattern to produce varied gameplay experiences across different stages while maintaining data efficiency.

Inventive Principle:
Principle #35Parameter changes

3Ease of manufacture

If action pattern data is reused across characters and stages, then development cost decreases, but the degree of difficulty may decrease due to predictability

Engineering Contradiction:
Improvedevelopment costVSAvoiddegree of difficulty
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent applies local quality by allowing selective modification of action pattern parameters for specific stages or character types. This enables the system to maintain the efficiency of data reuse while introducing local variations that preserve challenge and unpredictability. For example, certain action patterns can be intensified or modified in later stages to maintain difficulty levels.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10391401B2Game system, its control method and a non-transitory storing media readable on a computer device
Publication Date: 2019.08.27 CAPCOM CO LTD
  • US10391401B2 patent drawing
  • US10391401B2 patent drawing
  • US10391401B2 patent drawing

AI summary

The disclosure describes a game system equipped with a game space generating unit generating a virtual game space where the character acts, displays on a display unit connected to a game system together with the character acting in the game space, a character control unit which controls the character's action in the game space, a storing unit which stores a plurality of action pattern routines providing a predetermined action pattern of the character; and an action pattern set generating unit which generates an action pattern set of the character by reading a plurality of action pattern routines from the storing unit and selects more than two action pattern routine from the plurality of action pattern routines determining the order to perform and determining an action modification condition to modify the action pattern routine to be exercised from the selected action pattern routine from more than two action pattern routines.