Dynamic Music Selection for Game Progress Adaptation
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Solution Overview
Problem
Current game systems lack the ability to provide users with a diverse and dynamic music experience that adapts to the progress and outcomes of game applications, limiting the engagement and immersion of players.
Innovation Solution
A processing device and method that associates specific music pieces with users and outputs them based on game progress and outcomes, allowing for real-time adaptation of music in game applications, such as competition games, by communicating through a network between terminal devices and a server, which selects and transmits relevant music pieces to terminal devices based on user interactions and game results.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a system outputs only predetermined BGM and environmental sounds based on game scenes, then the system structure remains simple, but the music variety and user engagement are limited
Solution Approach 1:
The music system is segmented into multiple independent music pieces, each associated with specific users or user groups. Instead of using a single predetermined BGM, the system divides the music library into discrete selectable pieces that can be individually transmitted to terminal devices based on game results, thereby increasing music variety without requiring a completely complex system architecture.
Solution Approach 2:
Music pieces are pre-associated with users or user groups in advance. The server device stores multiple music pieces and establishes predetermined associations between users and specific music pieces. When game results meet predetermined conditions, the system simply retrieves and transmits the pre-associated music piece, avoiding the need for complex real-time music selection algorithms while still providing varied and personalized music experiences.
2Adaptability or versatility
If music pieces are selected and transmitted based on game progress and user associations, then user engagement and personalization are enhanced, but data processing and communication overhead increase
Solution Approach 1:
The system performs preliminary association between users and music pieces before the game execution. The server device stores music piece information associated with one or more users in advance. During game execution, when predetermined conditions are met, the system only needs to retrieve and transmit the already-associated music piece information based on the game result, significantly reducing real-time data processing overhead while maintaining high personalization.
Solution Approach 2:
The system uses game result information as feedback to determine which pre-associated music piece to transmit. The terminal device reports game progress and results to the server, which then selects the appropriate music piece based on predetermined conditions and user associations. This feedback mechanism enables personalized music selection without requiring complex real-time analysis, as the selection logic is based on pre-established associations and simple condition checking.
Data Source
AI summary
A processing device includes a communication interface configured to be communicably connected via a network with one or a plurality of terminal devices, a memory configured to store a program and music piece information that being associated with one or a plurality of users including a first user holding a first terminal device, and a processor configured to execute the program. The processor is configure to cause a game application to progress in the first terminal device in accordance with operation information input at the first terminal device, select first music piece information from the stored music piece information in accordance with a progress result of the game application, and transmit the selected first music piece information to the first terminal device via the communication interface.


