Dynamic Game Data Storage Address Allocation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional video game systems face challenges in preventing unauthorized modification of game data stored in internal memory, which can disrupt game balance and lead to copyright infringement, as users can easily identify and modify game parameters using publicly disclosed storage addresses, and encryption methods impose high computational loads affecting gameplay and debugging.

Innovation Solution

A game data control program that dynamically changes storage areas for game data in internal memory, using a storage area setter to set unique addresses each time data is loaded, and an arrangement information storage mechanism to keep track of these addresses, making it difficult for users to identify and modify game parameters, while allowing easy data saving and overwriting through a game data overwriting program.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If game data is stored in fixed storage addresses in internal memory, then game parameters can be easily accessed and modified by users, but this makes it easy for unauthorized modification and disrupts game balance

Engineering Contradiction:
Improveaccess to game parametersVSAvoidgame balance
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent implements dynamic storage address allocation where the storage area for game data changes each time data is loaded from external storage. Instead of fixed addresses, the system uses variable storage locations that are determined at runtime, making it difficult for users to identify and modify specific game parameters while maintaining access functionality through the arrangement information storage mechanism

Inventive Principle:
Principle #15Dynamics

2Reliability

If encryption is applied to game data in backup memory to prevent modification, then data security is improved, but decryption imposes high computational load affecting gameplay performance

Engineering Contradiction:
Improvedata securityVSAvoidgameplay performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent extracts the security function from the data storage mechanism itself. Instead of encrypting the game data and requiring decryption during gameplay, the system separates security handling by using dynamic address allocation and arrangement information storage. This allows the game data to remain accessible without computational overhead while still preventing unauthorized modification through address obfuscation

Inventive Principle:
Principle #2Taking out (Extraction)

3Ease of operation

If storage addresses for game parameters are publicly disclosed, then users can easily identify and modify parameters, but this destroys game balance and encourages copyright infringement

Engineering Contradiction:
Improveparameter identificationVSAvoidunauthorized modification
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The system makes storage addresses dynamic and context-dependent. Each loading session uses different storage areas determined by the arrangement information storage mechanism. This means that even if addresses are disclosed during one session, they become invalid in subsequent sessions, preventing unauthorized modification while allowing legitimate gameplay operations to proceed normally

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7682252B2Game data control program, game data overwriting program and game data overwriting device
Publication Date: 2010.03.23 CREATURES INC
  • US7682252B2 patent drawing
  • US7682252B2 patent drawing
  • US7682252B2 patent drawing

AI summary

Before game data is arranged, a storage area for the game data in an internal memory is determined so that each game parameter is stored in a different storage area each time the game data is arranged. Then, arrangement information that directly or indirectly indicates the storage area for each game parameter is stored in a specified area of the internal memory. Then, the game data is loaded from an external storage medium to the determined storage area. Moreover, when a game parameter in the internal memory needs to be referred to or overwritten during the game process, the storage area for the game parameter is determined by referring to the arrangement information. Thus, it is possible to prevent general users from easily modifying the game data.