Enemy Action Predictability in Multiplayer Game Servers

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Solution Overview

Problem

In multiplayer online games where players battle a common enemy character, the unpredictability of the enemy's actions can lead to unexpected attacks, reducing the strategic appeal and interest in the game.

Innovation Solution

A program that stores enemy common and individual parameters, including next-action information, which is updated based on player character actions, allowing for predictable enemy behavior and notification of player terminals about upcoming enemy actions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the enemy character's attacking power and actions are decided dynamically based on player operation inputs, then the game's responsiveness and adaptability are improved, but the predictability of enemy actions deteriorates, reducing strategic appeal

Engineering Contradiction:
Improveenemy action adaptabilityVSAvoidpredictability of enemy actions
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system determines the enemy character's next action in advance, before the player performs their operation input. This preliminary determination of enemy actions allows players to predict enemy behavior and plan their strategies accordingly, while the enemy actions are still dynamically selected from multiple possibilities based on game state, thus maintaining adaptability while improving predictability.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If the enemy character's actions are determined after player operation input, then the game maintains high adaptability to player choices, but players receive unexpected attacks that reduce strategic planning appeal

Engineering Contradiction:
Improvegame responsivenessVSAvoidstrategic planning reliability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The enemy's next action is determined preliminarily before the player's operation input is processed. This ensures that the enemy action is predictable and reliable for strategic planning, while the system remains adaptable by selecting from multiple possible actions based on current game conditions. The timing of determination is shifted to maintain both reliability and adaptability.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If enemy next-action information is stored individually for each player, then personalized enemy behavior is achieved, but the system complexity increases

Engineering Contradiction:
Improvepersonalized enemy behaviorVSAvoidinformation storage complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The enemy next-action information is segmented and stored individually for each player, allowing personalized enemy behavior predictions. This segmentation enables each player to receive tailored information about enemy actions relevant to their specific situation and choices, enhancing adaptability while managing complexity through structured data organization.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12251633B2Program, server, method, and system for increasing predictability of enemy next action
Publication Date: 2025.03.18 CYGAMES INC
  • US12251633B2 patent drawing
  • US12251633B2 patent drawing
  • US12251633B2 patent drawing

AI summary

Provided is a program for a game where a plurality of players battle against a common enemy character, the program causing a computer to execute: storing an enemy common parameter in a storage device commonly to a plurality of items of player identification information; storing enemy next-action information so as to be individually associated with each of the items of the player identification information; executing an action of a player character based on an accepted command input; updating the enemy common parameter on the basis of the action of the player character; executing an action of the enemy character based on the enemy next-action information that is stored in association with the player identification information; deciding as enemy next action on the basis of the enemy common parameter; and updating the enemy next-action information that is associated with the player identifier, based on the decided enemy next action.