Dynamic Reward Distribution for Game Systems
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Solution Overview
Problem
Current reward structures in social games lead to a situation where strong players consistently receive rewards while weak players rarely do, causing a decrease in participation as the reward distribution is not flexible, leading to a loss of interest in the game.
Innovation Solution
A method that dynamically determines and changes item numbers based on specific objects and change values, allowing for a more flexible reward distribution system, where players can accumulate and exchange items to receive rewards, enhancing the chances of weak players to acquire valuable items.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a simple reward structure is used where only the player who defeats an opposing user receives a reward, then the reward giving rule is easy to understand, but the reward distribution becomes unfair and strong players consistently receive rewards while weak players rarely do
Solution Approach 1:
The patent segments the reward distribution into multiple components: base rewards for participation, performance-based rewards for defeating opponents, and cumulative rewards based on total victories. This segmentation allows weak players to receive base rewards and performance rewards when they win, while strong players accumulate additional cumulative rewards, creating a more balanced distribution that maintains simplicity while improving fairness
Solution Approach 2:
The patent introduces multiple parameters for reward calculation including victory count, opponent strength differential, and participation frequency. By changing from a single binary parameter (win/loss) to multiple parameters, the system gains flexibility to adjust reward distribution dynamically while maintaining clear, understandable rules that display visible metrics to players
2Productivity
If the reward structure only benefits strong players, then strong players continue to receive rewards consistently, but weak players lose interest and gradually stop participating in the game
Solution Approach 1:
The patent implements dynamic reward adjustment where the reward amount and type change based on player level, current performance, and historical participation. Weak players receive proportionally higher rewards for their victories compared to strong players, and the system dynamically adjusts difficulty thresholds to ensure weak players can achieve rewards consistently, maintaining their participation motivation
Solution Approach 2:
The patent incorporates feedback mechanisms where players receive immediate reward notifications, visible progress tracking, and comparative statistics showing their standing. This feedback loop allows weak players to see their improvement and receive appropriate recognition, while the system uses this feedback to continuously adjust reward parameters to maintain engagement across all skill levels
Data Source
AI summary
A server device determines a first item number by specifying a first object correlated with an item number of items defined in a game and determines a change value by specifying a second object correlated with the change value for changing the first item number. The server device changes the first item number to a second item number on the basis of the determined first item number and the determined change value and gives a reward on the basis of the second item number.


