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 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
1Adaptability or versatility
If the system allows players to freely switch between vocal parts dynamically, then adaptability and realism are improved, but complexity of determining which player is singing which part increases
Solution Approach 1:
The system continuously monitors player inputs and provides real-time feedback by comparing them against multiple vocal parts. The degree of matching between player input and target music data is calculated and used to dynamically assign parts, creating a closed-loop system that adapts to player performance.
Solution Approach 2:
The part assignment system transitions from static pre-assigned parts to dynamic real-time assignment. Players can switch between vocal parts during gameplay based on their performance, and the system continuously evaluates which part each player should be singing based on degree of matching calculations.
2Measurement precision
If the system uses strict matching criteria for part assignment, then scoring precision is improved, but flexibility for players to switch parts deteriorates
Solution Approach 1:
The system uses degree of matching as a continuous parameter rather than binary match/no-match criteria. By calculating how closely player input matches target music data on a spectrum, the system enables smooth transitions between parts while maintaining precise evaluation of performance quality.
Solution Approach 2:
The system calculates degree of matching for all vocal parts simultaneously rather than checking only the currently assigned part. This excessive evaluation ensures no potential part switch is missed while maintaining precision through comprehensive comparison.
3Adaptability or versatility
If the system monitors multiple vocal parts simultaneously, then adaptability improves, but computational load increases
Solution Approach 1:
The system divides the monitoring task by evaluating degree of matching for each vocal part separately and independently. This segmentation allows parallel processing of multiple parts and enables the system to handle complex multi-part arrangements without overwhelming computational burden.
Solution Approach 2:
The system automatically determines part assignments based on player performance without requiring manual intervention or complex configuration. The degree of matching calculations are performed autonomously, reducing the need for external computational resources or human management.
Data Source
AI summary
Described are methods, systems, and apparatuses, including computer program products, for preventing an unintentional deploy of a bonus in a video game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a target music data of a musical composition. The game platform receives a music performance input data via the microphone, and also determines if the music performance input data has a predetermined degree of matching with a vocal cue. If so, the performance input data is prevented from executing an improvisation deploy.


