Dynamic Search Information Control for Game Item Collection

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Item collection games lack effective measures to enhance the attractiveness of item search, leading to insufficient engagement and challenge for players.

Innovation Solution

A game system and server device that dynamically control the difficulty level of item search by arranging collection items and an operation target in a game space, providing search information that changes based on the player's movement and collection results, and offering events based on collection outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If search information is provided to help players find collection items, then player engagement improves, but game difficulty decreases

Engineering Contradiction:
Improveease of finding collection itemsVSAvoidsearch effectiveness
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent implements dynamic adjustment of search information based on player progress and collection results. The search information generation means adapts the amount and type of information provided in real-time, transforming static information provision into a dynamic system that responds to player actions and maintains optimal challenge levels.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes parameters of search information (such as visibility, detail level, or frequency) based on collection results and game state. This allows the same basic information system to provide different levels of assistance depending on the situation, resolving the contradiction between helping players and maintaining challenge.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If collection items are arranged at different positions in game space, then game complexity increases, but player engagement improves

Engineering Contradiction:
Improvegame attractivenessVSAvoidgame space configuration
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent divides the game space into multiple regions with collection items arranged at different positions, and uses search area segmentation to manage player exploration. This segmentation allows complex spatial arrangements to be broken down into manageable sections, maintaining engagement while controlling complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces a temporal dimension to spatial exploration by having the search area move and expand over time. This transforms the static spatial arrangement of collection items into a dynamic multi-dimensional experience, enhancing attractiveness without proportionally increasing complexity.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Measurement precision

If search area moves with operation target, then information accuracy improves, but processing requirements increase

Engineering Contradiction:
Improvesearch information accuracyVSAvoidcomputational resources
Core Design Contradiction:
Measurement precisionVSPower

Solution Approach 1:

Instead of processing the entire game space, the patent implements a partial search area that focuses computational resources only on the relevant region around the operation target. This partial action approach maintains high information accuracy in the search area while significantly reducing overall processing requirements.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10913000B2Information storage medium and server device
Publication Date: 2021.02.09 BANDAI NAMCO ENTERTAINMENT INC
  • US10913000B2 patent drawing
  • US10913000B2 patent drawing
  • US10913000B2 patent drawing

AI summary

Provided is a server device including: target control means for controlling movement of an operation target in a game space in accordance with operation input of a player; object giving means for giving, when the player has established a given positional condition, the player a collection item or a chance to acquire the collection item; search information generation means for generating, as search information supplied to the player, information on the presence/absence or a position of the collection item in a search area that moves in the game space in accordance with the movement of the operation target; search information control means for controlling accuracy of the search information in accordance with a collection result of the collection item by the player; and provision control means for controlling the provision of an event in accordance with the collection result of the collection item by the player.