Dynamic Reference Timing Evaluation for Game Input

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Solution Overview

Problem

Computer terminals that evaluate user inputs based on uniform patterns can lead to operator disinterest due to lack of variety in gameplay experiences.

Innovation Solution

A system that stores and evaluates user inputs by comparing reference timings with evaluation properties, allowing for dynamic changes in these properties based on input performance, enabling various types of evaluations and interactive gameplay elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If uniform evaluation patterns are used for all reference timings, then the evaluation process is simple and consistent, but the operator loses interest in the game

Engineering Contradiction:
Improveevaluation process simplicityVSAvoidgameplay variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies local quality by assigning different evaluation properties to different reference timings. Specifically, some reference timings are designated as evaluation targets while others are non-evaluation targets, creating local variations in how inputs are evaluated. This allows the system to maintain simplicity in the overall evaluation framework while introducing diversity in specific evaluation instances, thereby preventing operator boredom without complicating the fundamental evaluation mechanism.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamics by making the evaluation property of reference timings changeable during gameplay. The change section dynamically switches between evaluation and non-evaluation properties based on game progress or conditions. This dynamic adjustment introduces variety and adaptability to the gameplay experience while maintaining a relatively simple underlying evaluation structure, resolving the contradiction between simplicity and variety.

Inventive Principle:
Principle #15Dynamics

2Loss of information

If all reference timings have evaluation property, then comprehensive feedback is provided to the operator, but the gameplay becomes monotonous and less engaging

Engineering Contradiction:
Improvefeedback completenessVSAvoidgameplay diversity
Core Design Contradiction:
Loss of informationVSAdaptability or versatility

Solution Approach 1:

The patent applies the taking out principle by selectively extracting certain reference timings from the evaluation process. Instead of evaluating all reference timings, the system identifies and evaluates only specific ones designated as evaluation targets. This extraction provides sufficient feedback to guide operator input while reducing the monotony of continuous evaluation, thereby maintaining feedback effectiveness while enhancing gameplay diversity.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent implements partial action by providing evaluation feedback for only a portion of reference timings rather than all of them. This partial evaluation approach maintains adequate feedback for operator guidance while creating gaps in evaluation that add variety and prevent gameplay monotony, effectively balancing feedback completeness with gameplay diversity.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If the evaluation property is changed dynamically based on input results, then gameplay becomes more engaging and varied, but the system complexity increases

Engineering Contradiction:
Improvegameplay varietyVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies universality by designing the reference timing structure to serve multiple functions. Each reference timing can function as either an evaluation target or a non-evaluation target depending on its current property state. This multi-functionality allows the same underlying data structure to support both static and dynamic evaluation modes, enabling gameplay variety through property changes without requiring fundamentally different system structures, thus limiting the increase in system complexity.

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

Solution Approach 2:

The patent implements parameter changes by modifying the evaluation property parameter of reference timings during gameplay. Instead of creating complex new structures, the system changes the state of an existing parameter (evaluation vs. non-evaluation property) to achieve gameplay variety. This approach introduces adaptability and engagement through simple parameter toggling rather than complex structural modifications, effectively balancing gameplay variety with system simplicity.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8656307B2Information storage medium, computer terminal, and change method
Publication Date: 2014.02.18 BANDAI NAMCO ENTERTAINMENT INC
  • US8656307B2 patent drawing
  • US8656307B2 patent drawing
  • US8656307B2 patent drawing

AI summary

A computer terminal changes the non-evaluation property of one of the reference timings to the evaluation property based on a result of the evaluation conducted by comparing one of the reference timings having the evaluation property with the timing of the input performed by the operator.