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 and assigning scores based on degree of matching, using a modulo operation to account for octave differences and a tolerance threshold for pitch accuracy.
Engineering Contradictions & Design Principles
Engineering 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 simulating a band experience is reduced
Solution Approach 1:
The patent implements dynamic part assignment where players are not locked into specific vocal parts but can freely switch between parts during gameplay. The system continuously monitors player input and dynamically assigns the appropriate part based on real-time pitch and timing analysis, allowing players to adapt their performance to different musical requirements while maintaining structured game evaluation.
Solution Approach 2:
The patent creates a universal scoring system that evaluates player performance across multiple vocal parts simultaneously. The game interface and evaluation mechanism are designed to handle any combination of parts (lead, harmony, backup) for any number of players, making the system versatile enough to accommodate various band configurations and performance scenarios without requiring separate game modes or rules.
2Device complexity
If players are locked into specific parts, then the game interface and scoring system become simpler, but the realism of band experience is compromised
Solution Approach 1:
The patent replaces the mechanical system of fixed part assignment with an acoustic-based dynamic evaluation system. Instead of requiring players to select and remain in predetermined parts, the system uses pitch detection, timing analysis, and pattern recognition to automatically determine which part each player is performing, thereby maintaining interface simplicity while achieving realistic band simulation through intelligent algorithmic evaluation.
3Adaptability or versatility
If the system allows free switching between parts, then player flexibility and realism are improved, but the complexity of determining part assignment increases
Solution Approach 1:
The patent implements a self-service part assignment system where the game automatically determines which part each player is performing based on their vocal input characteristics. The system analyzes pitch, timing, and melodic patterns independently for each player and automatically assigns the appropriate part without requiring manual selection or complex configuration, thereby reducing interface complexity while maintaining high adaptability.
Solution Approach 2:
The patent employs continuous feedback mechanisms where the system monitors player performance in real-time and adjusts part assignment dynamically. By providing immediate feedback on pitch accuracy, timing, and part matching, the system can intelligently determine part assignment based on performance quality rather than relying on complex pre-programmed rules, simplifying the overall determination process while enabling flexible part switching.
4Reliability
If multiple players sing simultaneously with dynamic part switching, then the band experience realism is enhanced, but the difficulty of accurate score calculation increases
Solution Approach 1:
The patent segments the evaluation process into distinct analytical components: pitch detection, timing analysis, melodic pattern recognition, and part matching. Each player's performance is independently evaluated through these segmented processes, allowing the system to accurately calculate scores for multiple players singing simultaneously with dynamic part switching by processing each player's contribution through the same standardized evaluation pipeline.
Data Source
AI summary
Described are methods, systems, and apparatuses, including computer program products, that provide a practice mode for multiple musical parts in a rhythm-action game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a first and second target musical data associated with a musical composition. The game platform receives a selection by the user of the first target musical data to be performed and produces an audio output associated with the first and second target musical data. The game platform also produces a synthesized tone associated with the first target musical data. In some versions, the target music data that is not selected is dimmed and made less visible.


