Dynamic Game Objective System Using Pseudorandom Component Selection

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Solution Overview

Problem

Existing systems for providing objectives to users, such as in electronic games or training programs, often fail to create unique experiences and prevent cheating, as they lack variability and may not account for differences in user device capabilities, leading to an uneven playing field and potential for guessing solutions.

Innovation Solution

A system comprising a user registration unit, build unit, and objective determination unit that selects variable components pseudorandomly, logs user interactions, and determines objective achievement based on summed time periods, ensuring a unique experience and preventing cheating by ensuring thorough investigation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If fixed objectives and game components are used, then the system is simple to implement, but the user experience becomes repetitive and predictable

Engineering Contradiction:
Improveuser experience variabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic objectives and game components that change based on user interactions and system state. The objective determination unit dynamically adjusts objectives based on user progress, and the build unit dynamically assembles game components, creating a living system that adapts to each user's experience rather than a static fixed structure.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes key parameters such as objectives, game components, and difficulty levels based on user interactions and time periods. The build unit selects variable components and the objective determination unit modifies objectives based on summed time periods and user progress, transforming fixed parameters into dynamic variables that enhance experience variability.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If variable components are selected pseudorandomly, then each user gets a unique experience, but the system becomes more complex

Engineering Contradiction:
Improveexperience uniquenessVSAvoidcomponent selection complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The build unit pre-selects and prepares variable components before the user interacts with the system. By performing the pseudorandom selection of components in advance based on user profile and desired experience type, the system achieves uniqueness without requiring complex real-time computation during user interactions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates unique experiences by assembling different combinations of variable components from predefined sets. Rather than generating entirely new content, the build unit copies and recombines existing variable components in pseudorandom arrangements, achieving uniqueness while maintaining system manageability.

Inventive Principle:
Principle #26Copying

3Reliability

If user interactions are logged and time periods are summed, then cheating is prevented and thorough investigation is ensured, but the system complexity increases

Engineering Contradiction:
Improvecheating preventionVSAvoidinteraction tracking complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The objective determination unit continuously monitors user interactions, sums time periods, and provides feedback by determining objective achievement status. This feedback loop ensures cheating prevention by verifying that users actually complete required interactions within expected time frames, while the systematic approach keeps tracking manageable.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system automatically logs user interactions and sums time periods without requiring manual verification. The objective determination unit self-evaluates whether objectives are achieved by comparing summed time periods against predefined thresholds, eliminating the need for complex external verification systems.

Inventive Principle:
Principle #25Self-service

4Reliability

If the system provides consistent timeframe for interactions, then fairness is ensured across different devices, but user flexibility is reduced

Engineering Contradiction:
Improvefairness consistencyVSAvoiduser flexibility
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system enforces minimum time period requirements for interactions rather than strict fixed timeframes. By requiring users to spend at least a certain amount of time on interactions (partial action requirement) rather than exact timeframes, the system ensures fairness across devices while allowing users flexibility in their actual interaction timing and pace.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10029182B2Method and system for randomly altering information and content in an online game
Publication Date: 2018.07.24 TRIVVER INC
  • US10029182B2 patent drawing
  • US10029182B2 patent drawing
  • US10029182B2 patent drawing

AI summary

A system and method for providing an objective to a user comprises a user registration unit, a build unit, a user interface unit, and an objective determination unit. The user registration unit is configured to receive a user request to operate the system. The build unit is configured to select a plurality of variable components for the system. The user interface unit is configured to receive user requests to interact with the variable components and to provide information to the user in response to the user requests. The objective determination unit is configured to determine whether the user has achieved the objective based at least in part on the user interactions.