Dynamic Musical Part Assignment in Rhythm Games

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Solution Overview

Problem

Existing rhythm-action games limit players to specific vocal parts and do not allow dynamic switching between parts during gameplay, leading to a lack of flexibility and realism in simulating a band experience, especially when multiple players sing simultaneously.

Innovation Solution

The system dynamically determines which musical part a player is singing by comparing their input with multiple target music data sets, allowing players to switch between parts based on degree of matching and historical performance data, and provides scoring mechanisms to handle ambiguity in part assignment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If players are assigned to specific vocal parts in traditional rhythm-action games, then the game structure is simple and easy to operate, but the adaptability and realism of band simulation are limited

Engineering Contradiction:
Improveability to switch vocal partsVSAvoidpart assignment system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic part assignment where players can switch between vocal parts (lead, harmony, backup) during gameplay based on real-time performance detection. The system continuously monitors player input and automatically reassigns parts without requiring manual intervention, making the originally static part assignment system dynamic and adaptable.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system automatically detects which vocal part a player is singing through audio analysis and autonomously assigns the appropriate part without requiring player input or manual selection. This self-service mechanism resolves the contradiction by eliminating the need for complex manual part assignment interfaces while enabling flexible part switching.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If multiple players sing simultaneously with fixed part assignments, then the game is easy to manage, but the realism of collaborative band performance is reduced

Engineering Contradiction:
Improvecollaborative vocal interaction flexibilityVSAvoidgame management simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system employs continuous feedback loops where player vocal input is analyzed in real-time, compared against target music data, and used to dynamically adjust part assignments. This feedback mechanism enables realistic collaborative interactions while automating the management complexity, as the system self-regulates based on performance quality rather than requiring manual oversight.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent creates a universal part assignment system that can handle multiple vocal parts (lead, harmony, backup) and multiple players simultaneously with a single automated detection mechanism. This multi-functional approach allows flexible collaborative arrangements without requiring separate management systems for each player-part combination.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Adaptability or versatility

If the system allows dynamic part switching, then player engagement and realism improve, but the complexity of part assignment and scoring increases

Engineering Contradiction:
Improvedynamic part switching capabilityVSAvoidpart assignment and scoring system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system performs self-service by automatically detecting vocal parts through audio analysis and autonomously managing part assignments and scoring without requiring complex external control interfaces. The automated detection and assignment mechanisms handle the complexity internally, maintaining simplicity for players while enabling dynamic part switching.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent utilizes parameter changes in audio signal processing (pitch, frequency, timbre analysis) to dynamically determine which vocal part a player is singing. By monitoring changes in these acoustic parameters and comparing them against target music data, the system achieves complex part assignment through automated parameter analysis rather than manual configuration.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If traditional karaoke interfaces are used with fixed lyrics display, then the interface is simple and familiar, but the flexibility for multiple vocal parts and dynamic switching is limited

Engineering Contradiction:
Improveinterface flexibility for multiple partsVSAvoidinterface design complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent transforms the static karaoke interface into a dynamic display system that automatically adjusts to show relevant lyrics and visual cues based on the currently assigned vocal part. As parts are dynamically reassigned during gameplay, the interface automatically updates to reflect the active part, providing flexibility without requiring manual interface configuration.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The interface performs self-service by automatically detecting which vocal part is active and adjusting its display accordingly without requiring player intervention. The system monitors performance and autonomously updates the visual interface to match the current part assignment, maintaining simplicity while enabling multi-part flexibility.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8017854B2Dynamic musical part determination
Publication Date: 2011.09.13 HARMONIX MUSIC SYSTEMS
  • US8017854B2 patent drawing
  • US8017854B2 patent drawing
  • US8017854B2 patent drawing

AI summary

Described are methods, systems, and apparatuses, including computer program products, for dynamically determining a musical part performed by a player of a rhythm-action game. In one aspect of a rhythm-action game, microphones are not tied to a particular part and therefore any player can play any of a number of parts, e.g., melody or harmony, lead or rhythm, guitar or bass, without switching instruments. This is accomplished by displaying, on a display, a plurality of target music data associated with a musical composition, receiving a music performance input data via the input device, determining which of the plurality of target music data has a degree of matching with the music performance input data, and assigning the music performance input data to the determined target music data.