Game Action Pattern Determination for Collision Avoidance

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Solution Overview

Problem

In action games, players experience unnaturalness due to positional relationships during avoiding motions, where the player character may appear to be hit by an enemy despite actually avoiding the attack, leading to perceived inconsistencies in game mechanics.

Innovation Solution

An information processing program that controls actions in a virtual game space, determining action patterns based on the position and actions of both the player and enemy objects, as well as the timing and direction of specific operations, to accurately assess collisions and execute appropriate actions, such as attacking or avoiding motions, thereby enhancing gameplay realism.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the player character performs an avoiding motion during an enemy's attacking motion, then the player character can avoid damage, but the player character may end up in a positional relationship that appears clearly susceptible to the attack, creating unnatural perception

Engineering Contradiction:
Improvedamage avoidance reliabilityVSAvoidgameplay realism
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent applies dynamics by making the player character's action flexible and adaptable based on real-time conditions. The determination unit dynamically selects between executing the avoiding motion or switching to a different action pattern based on the calculated collision risk, the player's position, and the enemy's attack trajectory. This dynamic decision-making ensures that the player character performs actions that are both effective for damage avoidance and visually consistent with the game situation, resolving the contradiction between reliability and realism.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements feedback by continuously monitoring the player character's position, the enemy's attack parameters, and the calculated collision risk during the avoiding motion execution. The system provides feedback by comparing the intended avoiding motion outcome with the actual spatial relationship between the player character and enemy attack range, then adjusts subsequent actions accordingly. This feedback mechanism ensures that avoiding motions are executed in a way that maintains gameplay realism while achieving damage avoidance.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If the game executes avoiding motion based on simple timing and direction input, then the operation is easy to perform, but the resulting positional relationship may not align with the attack dynamics, causing perceived unnaturalness

Engineering Contradiction:
Improveavoiding motion operation simplicityVSAvoidcollision assessment accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent applies preliminary action by performing collision risk calculation and action pattern determination before the player character executes the avoiding motion. The determination unit calculates the collision risk based on the player's current position, the enemy's attack parameters, and the instructed avoiding direction, then determines the appropriate action pattern in advance. This preliminary assessment ensures that even simple player inputs result in precisely calculated and visually consistent avoiding motions, resolving the contradiction between operational simplicity and measurement precision.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The determination unit acts as an intermediary between the player's simple timing and direction input and the complex collision assessment requirements. It translates the player's basic input into a comprehensively evaluated action decision by considering multiple factors including player position, enemy attack trajectory, and collision risk calculations. This intermediary processing layer maintains ease of operation while achieving high measurement precision in collision assessment.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If the game provides multiple action patterns for different situations, then the gameplay realism is improved, but the determination logic becomes more complex

Engineering Contradiction:
Improveaction pattern diversityVSAvoiddetermination logic complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies parameter changes by using a unified collision risk calculation framework that adapts to different situations through variable parameters rather than separate decision logic for each action pattern. The determination unit calculates collision risk based on fundamental parameters (player position, enemy attack parameters, avoiding direction) and uses this single calculation to determine whether to execute avoiding motion or switch to alternative actions. This parameter-based approach provides action pattern diversity while keeping the determination logic relatively simple and unified.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11925864B2Non-transitory computer readable medium, information processing method, and game device
Publication Date: 2024.03.12 CYGAMES INC
  • US11925864B2 patent drawing
  • US11925864B2 patent drawing
  • US11925864B2 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute: displaying a player object and a target object on a virtual game space; controlling actions of the target object, the actions including at least one attacking motion; determining an action pattern of the player object when a specific operation indicating a direction of action of the player object is input during the attacking motion of the target object, based at least on either one of or both of a position and the action of the target object, a position of the player object, the direction of the action of the player object indicated by the specific operation, and the input timing of the specific operation; and moving the player object in accordance with the determined action pattern.