Dynamic Vocal Part Assignment in Rhythm Games

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Solution Overview

Problem

Existing rhythm-action games limit players to specific vocal parts and do not allow dynamic switching between parts, leading to a lack of flexibility and realism in simulating a band experience, especially when multiple players sing simultaneously.

Innovation Solution

The system dynamically determines which musical part a player is singing by comparing input data to multiple target music data sets, allowing players to switch between parts during gameplay and assigning scores based on matching criteria, including pitch and tolerance thresholds, without being tied to a specific part.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If players are assigned to specific vocal parts in rhythm-action games, then the game structure is simplified and easier to manage, but the flexibility and realism of band simulation deteriorates

Engineering Contradiction:
Improvegame structure managementVSAvoidplayer flexibility to switch parts
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic part assignment where players are not locked into predetermined vocal parts but can freely switch between parts during gameplay. The system continuously monitors player input and automatically assigns the appropriate part based on real-time pitch and timing analysis, enabling flexible transitions between lead vocals, harmony, and backup parts without disrupting game flow.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system automatically determines which vocal part a player is singing by analyzing their microphone input against multiple target music data sets. This self-service mechanism eliminates the need for manual part assignment or player selection, as the game autonomously identifies and scores player performance on the appropriate part based on acoustic analysis.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If the system compares player input to multiple target music data sets to enable part switching, then player flexibility and realism improve, but the computational complexity and processing requirements increase

Engineering Contradiction:
Improvedynamic part switching capabilityVSAvoidsystem processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent divides the vocal performance analysis into distinct processing segments: pitch detection, timing analysis, and part matching. Each segment handles a specific aspect of the comparison between player input and target music data, allowing the system to process multiple parts efficiently by breaking down the complex analysis into manageable computational stages.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system pre-processes target music data into structured formats with defined pitch ranges and timing patterns before gameplay begins. This preliminary preparation of reference data enables faster real-time comparison during gameplay, reducing computational burden by having normalized target data ready for quick matching against player input.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If the system allows ambiguous periods where players can sing multiple parts, then player expression and realism improve, but scoring accuracy deteriorates

Engineering Contradiction:
Improveplayer expression freedomVSAvoidscoring accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system continuously provides feedback by comparing player input against multiple target parts in real-time and dynamically adjusting part assignment based on the degree of match. During ambiguous periods where a player's input could match multiple parts, the system uses feedback from pitch and timing analysis to determine the most likely intended part, maintaining scoring accuracy while allowing expressive freedom.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent employs adjustable tolerance thresholds and weighting parameters for pitch and timing comparisons. These parameters can be modified to balance between allowing player expression during ambiguous periods and maintaining scoring precision. By dynamically adjusting these parameters based on game context, the system accommodates player creativity while preserving accurate performance evaluation.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8076564B2Scoring a musical performance after a period of ambiguity
Publication Date: 2011.12.13 HARMONIX MUSIC SYSTEMS
  • US8076564B2 patent drawing
  • US8076564B2 patent drawing
  • US8076564B2 patent drawing

AI summary

Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance after a period of ambiguity in a rhythm-action game. This is accomplished by displaying a first target music data and a second target music data where the first target music data's tolerance threshold overlaps with a second target music data's tolerance threshold. When a music performance input data is received, the game platform determines if the music performance input data is within both tolerance thresholds. Then scores are determined, based on a degree of matching between the music performance input data and the first target music data and between the music performance input data and the second target music data. The game platform then assigns the music performance input data to whichever target music data has the higher score when the difference between the first and second scores is greater than a predetermined value.