Dynamic Game Board Refill Rate Control
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Solution Overview
Problem
Existing computer-implemented games face challenges in maintaining user engagement, especially when display resources are limited, and in providing effective feedback to players, particularly in match-three games where introducing complexity and managing user input is crucial.
Innovation Solution
A computer device and method that dynamically adjusts the rate at which game elements are removed and the game board is refilled based on user input, increasing the display rate over time to maintain engagement, allowing subsequent user inputs only when all elements have been processed, using a timer and processor to determine the optimal display rate.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the game board is refilled and game elements are removed at a slow, steady rate, then users have time to understand and process each action, but user engagement decreases and boredom sets in
Solution Approach 1:
The patent applies dynamics by making the display rate variable rather than fixed. The system dynamically adjusts the display rate based on whether cascading effects are present, switching between a first display rate for cascading effects and a second display rate for non-cascading effects. This dynamic adjustment maintains user engagement during fast cascading sequences while providing adequate processing time during slower, non-cascading sequences.
Solution Approach 2:
The patent changes the parameter of display rate based on game state conditions. When cascading effects occur, the system transitions to a higher display rate to maintain excitement and visual interest. When no cascading effects are present, it switches to a lower display rate to allow users to process information. This parameter change resolves the contradiction between maintaining engagement and allowing understanding.
2Loss of time
If the display rate increases to maintain user engagement, then user excitement and engagement improve, but users may not have sufficient time to process and understand game actions
Solution Approach 1:
The system dynamically adjusts display rate based on real-time game conditions. During cascading effects, it increases the display rate to maintain engagement. During non-cascading sequences, it decreases the display rate to allow user processing. This dynamic behavior resolves the contradiction by making the display rate adaptive rather than uniformly high.
Solution Approach 2:
The patent implements parameter changes by switching between two distinct display rates based on the presence of cascading effects. This conditional parameter change ensures that high display rates (which maintain engagement) are only used when appropriate, while low display rates (which allow understanding) are used when needed, thus resolving the contradiction.
3Loss of time
If complex cascading effects are implemented in match games, then game engagement and visual appeal improve, but device complexity and processing requirements increase
Solution Approach 1:
The patent segments the game processing into distinct phases: identifying initial matches, determining cascading effects, and executing appropriate display rates. By breaking down the complex cascading logic into manageable segments with clear decision points, the system can handle complexity in a structured way that maintains engagement without overwhelming the device processing capabilities.
Solution Approach 2:
The system uses parameter changes (display rate adjustment) to manage the complexity of cascading effects. Rather than attempting to visually represent every detail of complex cascades at maximum detail, the system adjusts the display rate to convey the essential experience efficiently, reducing processing requirements while maintaining engagement.
Data Source
AI summary
A computer device has a display which displays game elements in a game board. In a move, one or more game elements is removed from the game board and the game board is displayed on the display to be refilled. The computer device is configured to cause images showing at least the removal of the game elements and the refilling of the game board to be displayed on the display at a rate which increases over time.


