Dynamic Move Limit Adjustment for Game Engagement

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Solution Overview

Problem

Existing computer games face challenges in providing personalized gameplay experiences, especially on devices with limited resources, and maintaining user engagement by offering varying levels of difficulty and feedback mechanisms.

Innovation Solution

A method and device configuration that dynamically adjust the number of moves allowed in a game level based on user performance, storing updated limit values and additional moves on a server-side database, allowing for personalized gameplay characteristics and continued engagement by offering further moves when necessary.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a fixed default limit value for moves is provided, then the game structure remains simple and easy to understand, but user engagement decreases when players repeatedly fail to complete levels

Engineering Contradiction:
Improvegame structure simplicityVSAvoiduser engagement
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent implements dynamic adjustment of the move limit parameter based on player performance history. The system transitions from a static fixed limit to a dynamic limit that automatically increases when players fail to complete a level, thereby adapting the game difficulty to individual player needs and maintaining engagement without requiring complex manual configuration

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system automatically monitors player performance and adjusts the move limit without requiring player input or developer intervention. The game self-adjusts by detecting failed completions and autonomously increasing the limit for subsequent attempts, allowing the system to serve itself in maintaining optimal engagement levels

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If additional moves are provided based on previous failures, then user engagement and personalized experience improve, but device complexity increases due to server-side database requirements

Engineering Contradiction:
Improvepersonalized gameplay experienceVSAvoidsystem architecture complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a server-side database as an intermediary component that stores player performance data and move limit adjustments. This mediator handles the complexity of tracking and adjusting parameters across multiple devices and sessions, allowing client devices to remain relatively simple while still providing personalized experiences through the centralized data management layer

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The solution moves the complexity management from the individual device level to a networked dimension by implementing server-side storage and synchronization. This dimensional shift allows multiple devices to access and update player-specific parameters centrally, reducing local device complexity while enabling cross-device personalization

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Productivity

If the move limit is increased for players who fail, then user engagement improves, but the challenge and skill development aspect may be reduced

Engineering Contradiction:
Improveuser engagementVSAvoidgame challenge level
Core Design Contradiction:
ProductivityVSDifficulty of detecting and measuring

Solution Approach 1:

The system implements feedback loops where player performance is continuously monitored and used to adjust the move limit for subsequent attempts. This feedback mechanism ensures that engagement is maintained by providing additional moves when needed, while the challenge aspect is preserved through the structured nature of the feedback - players still face the same level requirements but with adjusted resource constraints based on their demonstrated needs

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11666826B2Modifying gameplay parameters
Publication Date: 2023.06.06 KING COM
  • US11666826B2 patent drawing
  • US11666826B2 patent drawing
  • US11666826B2 patent drawing

AI summary

A computer implemented method for modifying a limit value determining the number of moves available to a player in a given level of a computer implemented game. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a default limit value. Responsive to further user input, a first set of further moves is provided. The number of moves in the first set of further moves is dependent on the number of times a user has played the given of the computer implemented game and failed to complete an objective associated with the given level of the game.