Dynamic Respawn Time for Game Battle Balance

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Solution Overview

Problem

Existing game programs fail to maintain balanced difficulty levels in battles within a three-dimensional virtual space, as the respawn time of enemy nonplayer characters remains constant regardless of the number of player characters, leading to increased stress or reduced challenge depending on player participation.

Innovation Solution

The respawn time of nonplayer characters is dynamically adjusted based on the number of player characters in the battle space, with shorter respawn times as more players participate, ensuring consistent difficulty and balanced gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the respawn time of nonplayer characters is fixed regardless of the number of playing characters, then the battle can continue smoothly with predictable timing, but the difficulty level becomes unbalanced when the number of players varies

Engineering Contradiction:
Improvebattle continuityVSAvoiddifficulty balance
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The respawn time of nonplayer characters is changed from a fixed value to a dynamic value that automatically adjusts based on the number of playing characters in the battle space. When more players join, the respawn time shortens, and when fewer players remain, it lengthens, maintaining balanced difficulty throughout the battle

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of respawn time based on the changing condition of player count. The server dynamically modifies this temporal parameter to ensure that the battle difficulty remains appropriate regardless of how many players are actively participating

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If the enemy character revives after a fixed time regardless of player count, then the battle structure remains simple and predictable, but single players face excessive difficulty while multiple players face reduced challenge

Engineering Contradiction:
Improvebattle control structureVSAvoidgameplay balance
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The battle control system transitions from a static respawn time structure to a dynamic one that responds to player count changes. This allows the server to automatically adjust enemy behavior based on real-time battle conditions without requiring complex manual intervention

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The server continuously monitors the number of playing characters in the battle space and uses this feedback information to adjust the respawn time of nonplayer characters. This closed-loop control ensures that the battle difficulty adapts to the current state of player participation

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11839823B2Free-in / free-out style game program
Publication Date: 2023.12.12 SQUARE ENIX HLDG CO LTD
  • US11839823B2 patent drawing
  • US11839823B2 patent drawing
  • US11839823B2 patent drawing

AI summary

A game program instructions executable by a processor to perform operations comprising: placing a predetermined number of nonplayer characters in a battle space; controlling the battle between the nonplayer character and the playing character in the battle space; rendering the battle state with a virtual camera and displaying on the display; the operations further comprising: counting the number of playing characters placed in the battle space; excluding a defeated nonplayer character from battle when the nonplayer character is defeated; relocating the excluded nonplayer character to the battle space after a predetermined respawn time elapsed; calculating the respawn time according to the counted number of playing characters and controlling the time to reposition the excluded nonplayer character to the battle space based on the respawn time calculated.