Dynamic Game Scene Generation for Unpredictable Multiplayer Play
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Solution Overview
Problem
Single-player games allow players to predict enemy patterns and game development due to fixed enemy placements and terrain configurations, lacking unpredictability and multiplayer features.
Innovation Solution
A game program that selects scenes dynamically based on player operations, generates connected scenes with other players, and introduces obstructing objects to create a competitive and unpredictable gameplay experience, allowing multiple players to play under varying conditions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If enemy placements and terrain configurations are defined in advance for single-player games, then the game can be played smoothly by one player, but the player can predict enemy patterns and game development
Solution Approach 1:
The patent applies dynamics by making enemy placements and terrain configurations changeable rather than fixed. Multiple players dynamically select and arrange scenes to create connected courses that differ each time they play, preventing prediction while maintaining smooth gameplay through structured selection processes
Solution Approach 2:
The patent uses feedback by having players' past play histories and scene selections influence future game configurations. The system records player behavior and uses this information to generate varied connected scenes, creating unpredictability while preserving game flow through adaptive scene arrangement
2Device complexity
If the game is designed for single-player use with fixed configurations, then the game structure remains simple, but it cannot accommodate multiple players playing simultaneously
Solution Approach 1:
The patent applies universality by designing a scene selection and connection system that serves both single-player and multiplayer functions. The same mechanism allows one player to select scenes independently or multiple players to collaboratively create connected courses, enabling the game to adapt to different player configurations without requiring separate game structures
Solution Approach 2:
The patent uses segmentation by dividing the game course into multiple independent scenes that can be selected and arranged separately. Each scene is a self-contained unit that can be combined with others through player selections, allowing flexible course construction for both single and multiplayer modes while keeping individual scene complexity manageable
3Reliability
If the same course is played repeatedly in single-player mode, then the player can remember appearing positions and action patterns, but the game becomes predictable and less engaging
Solution Approach 1:
The patent applies periodic action by implementing regular variation in course configurations through multi-player scene selections. Each play session generates a new connected course arrangement, creating periodic changes that prevent memorization while maintaining the structured reliability of the scene-based framework
Solution Approach 2:
The patent uses composite materials by combining multiple independently selected scenes into a connected course. The final game configuration is a composite of different players' scene choices, creating unique course arrangements that maintain structural reliability through standardized scene components while achieving variety through their combination
Data Source
AI summary
Prior to start of execution of a game playable with a plurality of other players, a first scene is selected from among a plurality of scenes to be played in the game, on the basis of an operation by a player. Further, data regarding second scenes selected by the other players are acquired, and a connected scene including the first scene and the second scenes is generated in accordance with a predetermined principle. Then, execution of the game using the connected scene is started at the same timing as the plurality of other players.


