Dynamic Game Item Selection via Ability-Based Probability Adjustment
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Solution Overview
Problem
Existing game apparatuses lack an interesting aspect as they do not effectively change the probability of selecting items based on character abilities or game progress, leading to a simplistic gaming experience.
Innovation Solution
A game apparatus with an ability-value storing means, selection screen displaying means, operating means, and processing means that sets the display proportion of items on a selection screen based on character abilities or game progress, allowing the probability of item selection to change and impact game content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the winning probability is merely changed based on play time period or number of balls, then the probability of game-continuing lottery is adjusted, but the game content and progress are not affected, leading to a simple and uninteresting game
Solution Approach 1:
The patent applies dynamics by making the display proportion of items on the selection screen change dynamically based on the character's ability value. Instead of static probability settings, the system continuously adjusts the visual representation (display proportion) of each item according to the character's capabilities, creating a dynamic adaptation that resolves the contradiction between probability adjustability and game content simplicity.
Solution Approach 2:
The patent changes the parameter of display proportion based on the character's ability value. By linking the visual display characteristics (proportion size) to the character's statistical attributes (ability value), the system creates a meaningful connection between character development and game options, transforming a simple probability change into a complex, engaging game mechanic.
2Adaptability or versatility
If the display proportion of each item is set based on character ability value, then the probability of item selection is changed and game content is affected, but this requires complex processing means and multiple components
Solution Approach 1:
The patent applies universality by making the selection screen display means perform multiple functions: it not only displays items for selection but also dynamically adjusts the display proportion of each item based on the character's ability value. This multi-functionality reduces the need for separate dedicated components for probability adjustment, thereby managing system complexity while achieving high adaptability.
Solution Approach 2:
The system applies self-service by having the selection screen displaying means automatically adjust the display proportion based on the character's ability value without requiring external intervention. The system uses its own displayed information (ability value) to modify its display characteristics, creating a self-regulating mechanism that reduces overall system complexity.
3Device complexity
If fixed lottery programs with predetermined probabilities are used, then the game structure is simple, but the game lacks interesting aspects and player engagement
Solution Approach 1:
The patent transforms the static, fixed lottery program into a dynamic system where the display proportion of items changes based on the character's ability value. This dynamic adjustment creates varying game experiences as the character develops, maintaining player interest while keeping the underlying game structure relatively simple.
Solution Approach 2:
The patent changes the display proportion parameter based on the character's ability value, transforming a fixed-probability game into one where the visual and probabilistic parameters adapt to character development. This parameter change approach maintains structural simplicity while dramatically increasing game interest and adaptability.
Data Source
AI summary
A game apparatus includes a CPU, and a selection screen including a plurality of kinds of items for allowing a player to select is displayed. The selection screen is a roulette type of display, for example, so that a display proportion of each item may be set based on an ability value of a character, a proceeding situation of a game or a support voltage of a virtual audience that reflects a play content, for example, and as the item, kinds of games, a rule, an event, etc. This roulette is rotated and suspended in response to an operation of the player. Furthermore, one item is determined when the roulette is suspended, and a game process is executed according to the item.


