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 part a player is singing by comparing their input to multiple target music data sets, allowing players to switch between parts during gameplay based on degree of matching and historical performance data, and provides scoring mechanisms to handle ambiguity in part assignment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the system assigns players to fixed vocal parts, then the game structure is simple and easy to manage, but the flexibility and realism of band simulation deteriorates
Solution Approach 1:
The patent implements dynamic part assignment where players can switch between vocal parts during gameplay based on their performance. The system continuously evaluates player input against multiple target music data sets and allows reassignment to different parts (e.g., lead vocal, harmony, backup) without requiring game restart or manual intervention, thus achieving both operational simplicity and adaptability
Solution Approach 2:
The system changes the assignment parameter dynamically by comparing performance metrics (degree of matching, historical performance data) and automatically adjusting which part a player is assigned to. This allows the game to adapt to player skill levels and performance quality in real-time, maintaining simple operation while enabling versatile part switching
2Adaptability or versatility
If the system allows multiple players to sing simultaneously without part assignment, then player freedom increases, but scoring accuracy and performance evaluation deteriorates
Solution Approach 1:
The patent segments the vocal performance into distinct target music data sets representing different parts (lead vocal, harmony, backup). Each player's input is independently compared against these segmented targets, allowing simultaneous singing while maintaining accurate scoring by evaluating each player against their assigned part's specific criteria
Solution Approach 2:
The system provides continuous feedback by comparing player input to target music data and using historical performance data to refine part assignments. This feedback mechanism ensures scoring accuracy by objectively measuring degree of matching while allowing players freedom to attempt different parts, with the system automatically determining optimal assignments
3Measurement precision
If the system uses complex part assignment algorithms, then part switching accuracy improves, but computational complexity and processing time increases
Solution Approach 1:
The patent pre-processes and stores target music data for multiple vocal parts before gameplay begins. During gameplay, the system only needs to compare player input against these pre-prepared data sets using straightforward degree-of-matching calculations, avoiding complex real-time analysis while maintaining high assignment accuracy
Solution Approach 2:
The system uses computationally efficient degree-of-matching calculations rather than complex algorithms. By employing simple comparison metrics and leveraging pre-computed target data, the system achieves accurate part assignment without requiring heavy computational resources or complex processing
Data Source
AI summary
Described are methods, systems, and apparatuses, including computer program products, for biasing a musical performance input of a player of a rhythm-action game to a part in the game. In one aspect this is accomplished by providing, by a game platform, a history of a degree of matching between a prior music performance input data and a prior music data associated with a first part in a musical composition. Then, on a display, a plurality of target music data, each associated with a respective part in the musical composition, is displayed, with one of the plurality being associated with the first part. Music performance input data is received by the game platform via an input device, such as a microphone, and, based on the history, the received music performance input is assigned to the target music data of the plurality that is associated with the first part.


