Dynamic Noncompetitive Relationship Setting in Multi-Object Game Systems
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Solution Overview
Problem
Existing game systems lack an efficient method for dynamically setting noncompetitive relationships between objects during gameplay, which limits user interaction and strategy in multi-object competition games.
Innovation Solution
A game system that uses a processing unit to control object operations and set noncompetitive relationships between objects based on predetermined conditions, such as contact between specific components, allowing for dynamic team formation and increased attack power within teams.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Duration of action of moving object
If objects continuously compete against each other in the game, then the competition intensity is maintained, but the gameplay duration is limited and user strategy is restricted
Solution Approach 1:
The patent applies dynamics by making the competitive relationships between objects changeable during gameplay. Objects can transition between competitive and non-competitive states based on predetermined conditions, allowing the game dynamics to adapt and extend throughout the gameplay duration rather than remaining static.
Solution Approach 2:
The patent changes the competitive parameter between objects from a fixed state to a variable state. By modifying the competitive relationship parameter based on predetermined conditions (such as object contact or game progression), the system enables extended gameplay with varying competition intensities and alliances.
2Ease of operation
If a predetermined operation is performed to set a noncompetitive relationship between two objects, then user interaction and strategy are enhanced, but the system complexity increases
Solution Approach 1:
The system automatically determines and sets non-competitive relationships based on predetermined conditions and object operations, without requiring complex manual configuration. The game system self-manages the relationship changes based on in-game events, reducing the operational burden on users while maintaining strategic depth.
Solution Approach 2:
The patent pre-establishes the conditions and rules for forming non-competitive relationships before gameplay begins. By defining predetermined conditions in advance (such as specific object contacts or game states), the system avoids complex real-time decision-making while still enabling rich user interaction and strategic possibilities during gameplay.
Data Source
AI summary
An example system includes an object controlling unit that controls operations of objects based on input manipulations, and a noncompetitive relationship setting unit that sets a noncompetitive relationship for two objects in the competition of the game when a predetermined operation is performed between these two objects.That system performs processing regarding the game in which plural objects compete in accordance with the input manipulations.


