Dynamic Search Range Adjustment for Game Targeting
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Solution Overview
Problem
In information processing apparatuses, players face difficulty in accurately directing an object to a non-player object in a virtual space without consciously distinguishing between different operation inputs, such as strong and weak button presses, to adjust the object's trajectory.
Innovation Solution
An information processing program determines the state of a first object in a virtual space, sets a search range based on this state, and automatically adjusts the search range and object trajectory to facilitate targeting a second object without requiring the player to consciously differentiate between operation inputs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If a fixed search range is used for object targeting, then the system is simple to operate, but the player cannot accurately target distant objects when moving quickly
Solution Approach 1:
The search range is made dynamic rather than fixed. The determination unit adjusts the search range based on the player object's movement state: when movement is detected, the search range expands to a first range; when stationary, it contracts to a second range. This dynamic adjustment enables accurate targeting at various distances without requiring complex manual input differentiation.
Solution Approach 2:
The system automatically determines the appropriate search range based on the player object's own movement state without requiring external input from the player. The determination unit self-adjusts the search parameters according to whether the player object is moving or stationary, eliminating the need for players to consciously distinguish between different operation input magnitudes.
2Adaptability or versatility
If the search range is expanded to reach distant objects, then distant targeting is enabled, but the system cannot distinguish between near and far targets
Solution Approach 1:
The search range dynamically adapts to the player object's movement state. When the player object moves, the search range expands to the first (larger) range enabling distant targeting. When stationary, it contracts to the second (smaller) range for precise near-target selection. This dynamic switching allows the system to handle both distant and near targets appropriately without confusion.
3Manufacturing precision
If the player must distinguish between strong and weak button presses, then precise control is achieved, but the operation becomes difficult and unnatural
Solution Approach 1:
The determination unit automatically determines the search range based on the player object's movement state without requiring the player to consciously differentiate between strong and weak button presses. The system uses the objective movement state (moving vs. stationary) to select the appropriate search range, making operations more natural while maintaining precision.
Solution Approach 2:
The system provides feedback by automatically adjusting the search range according to the player object's movement state. When the player moves the object, the system responds by expanding the search range; when stationary, it contracts. This automatic feedback loop eliminates the need for complex manual differentiation while maintaining precise control.
Data Source
AI summary
A game system (1) includes a player object state determination unit (721) that determines the state of a player object in a virtual space, a search range determination unit (722) that determines a search range for searching for a non-player object based on the state of the player object, a target-object presence determination unit (723) that determines whether the non-player object is present in the search range, and a target-object setting unit (724) that sets the non-player object as a target of a cap throwing process if it is determined that the non-player object is present in the search range.


