Dynamic Enemy Spacing in Game Devices

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Solution Overview

Problem

Conventional game devices often make games too difficult for beginner players by having enemy characters appear too close, and too easy for expert players by having them appear too far, due to preset or randomly selected positions, leading to a loss of player interest.

Innovation Solution

A game device that adjusts enemy character appearance based on player proficiency by calculating a reference distance that increases with elapsed time, causing enemies to appear closer when the player is skilled and farther when they are not, using a memory unit, measuring unit, calculating unit, appearance determining unit, and appearance setting unit to manage enemy positions dynamically.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If enemy characters appear at preset or random positions, then the game structure is simple and easy to implement, but the game becomes too difficult for beginners and too easy for experts, losing player interest

Engineering Contradiction:
Improvegame difficulty adaptationVSAvoidenemy position control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the enemy character appearance position variable rather than fixed. The system dynamically calculates appearance positions based on real-time game state parameters including player position, enemy position, and elapsed time, allowing the game difficulty to adapt automatically to different player skill levels without requiring complex manual configuration

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If enemy characters appear close to the player character, then the game is challenging and engaging, but beginner players find it too difficult and feel unfairness

Engineering Contradiction:
Improvegame playability for beginnersVSAvoidexcessive game difficulty
Core Design Contradiction:
Ease of operationVSObject-generated harmful factors

Solution Approach 1:

The patent implements feedback by continuously monitoring game state parameters (player position, enemy position, elapsed time) and using this information to adjust enemy appearance positions. The system calculates appropriate distances based on current game state and automatically adjusts positions to maintain optimal challenge level, providing adaptive feedback that prevents both excessive difficulty and boredom

Inventive Principle:
Principle #23Feedback

3Ease of operation

If enemy characters appear far from the player character, then the game is easier and less frustrating, but expert players find it too easy and lose interest

Engineering Contradiction:
Improvegame playability for expertsVSAvoidinsufficient game challenge
Core Design Contradiction:
Ease of operationVSObject-generated harmful factors

Solution Approach 1:

The patent applies parameter changes by varying the appearance distance parameter based on game state. The system calculates different distance values from the player character based on parameters such as elapsed time, player position, and enemy position, automatically adjusting this parameter to provide appropriate challenge levels for both beginners and experts without manual intervention

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8360891B2Game device, game processing method, information recording medium, and program
Publication Date: 2013.01.29 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8360891B2 patent drawing
  • US8360891B2 patent drawing
  • US8360891B2 patent drawing

AI summary

In a game device (200), a memory unit (201) stores a position of a player character, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared, and candidates of a position where a new enemy character is to appear. A measuring unit (202) measures an elapsed time up to a present time after the enemy character has appeared, and stores the measured elapsed time in the memory unit (201). A calculating unit (203) calculates a reference distance which becomes a determination criterion for a position where a new enemy character appears based on the stored elapsed time. The reference distance monotonically increases relative to the increasing of the elapsed time. An appearance setting unit (204) selects a candidate having a distance to the player character closest to the reference distance among the candidates stored in the memory unit (201), and causes a new enemy character to appear at the selected candidate position.