Video Game Control Server Dynamic Fusion Attack Logic
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Solution Overview
Problem
Conventional network delivery type video games using positional information for game control have limitations in diversifying game content, as they rely on pre-defined characters, items, and scenarios, leading to predictable gameplay experiences.
Innovation Solution
A video game control system and server that utilize positional information to dynamically integrate attack commands from multiple players, creating unpredictable fusion attacks with adjustable power based on usage history, allowing for real-time adaptation of game content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If pre-defined characters, items, and scenarios are prepared in advance for game content, then game development is simplified and management is easier, but game content diversification is limited and gameplay becomes predictable
Solution Approach 1:
The patent implements dynamic game content generation by integrating real-time positional information from multiple players to create fusion attacks. Instead of using fixed pre-defined scenarios, the system dynamically generates attack patterns, power levels, and game events based on current player positions and attack command usage history, making the game content adaptable and unpredictable while maintaining manageable development through modular design
Solution Approach 2:
The system changes game parameters in real-time based on player positional data and attack command frequency. Attack power, fusion attack activation, and game events are adjusted dynamically by modifying parameters such as attack command usage counts, positional coordinates, and fusion determination thresholds, allowing diverse game experiences without requiring extensive pre-defined content
2Adaptability or versatility
If multiple pre-defined attack patterns are prepared to diversify game content, then game variety increases, but system complexity and data management burden increase
Solution Approach 1:
The system employs self-service mechanisms where game content is automatically generated based on player actions and positional data. The fusion attack determination system automatically processes attack commands, tracks usage history, and generates appropriate game responses without requiring manual intervention or complex pre-programmed scenarios, reducing system complexity while maintaining content variety
Solution Approach 2:
The patent implements a universal fusion attack determination system that handles multiple game scenarios and attack types through a single integrated mechanism. The same core logic processes different attack commands, positional data, and player combinations to generate diverse game content, reducing the need for separate systems for each game element and thereby lowering overall system complexity
3Adaptability or versatility
If fusion attack power is determined by integrating multiple attack commands from different players, then game unpredictability and player engagement increase, but real-time processing requirements and computational load increase
Solution Approach 1:
The system implements partial processing by focusing computational resources on critical fusion attack determinations rather than continuously processing all player actions. Fusion attacks are determined based on specific conditions such as simultaneous attack commands from multiple players in close proximity, rather than continuously integrating all attack data, reducing computational load while maintaining game unpredictability
Solution Approach 2:
The patent merges positional information and attack command data from multiple players into a unified fusion attack determination process. By combining these data streams and processing them through a single determination logic, the system achieves complex game dynamics with efficient computational processing, avoiding the need for separate processing systems for each player or attack type
4Speed
If positional information is continuously monitored and processed, then real-time game adaptation improves, but communication network data transmission and processing load increase
Solution Approach 1:
The system uses periodic action by processing positional information and determining fusion attacks at specific intervals or trigger events rather than continuously. Fusion attack determination is activated periodically when attack commands are issued or when players enter specific zones, rather than continuously monitoring all positional data, reducing network data transmission while maintaining real-time responsiveness for critical game events
Data Source
AI summary
When usage command information is received from any one of player terminals, an integrated attack determiner determines whether or not an attack action by an attack command is to be an integrated attack action, in which the attack actions by the attack commands included in a usage history are integrated, on the basis of a current position of the user terminal. The integrated attack determiner also determines attack power specification information capable of specifying the attack power in the case where it is determined that the attack action is to be the integrated attack action. An attack instruction information transmitter transmits attack instruction information indicating a determination result of the integrated attack determiner to the player terminal. A usage history information updater updates the usage history information by adding the received usage command information to the usage history of the attack commands.


