Game AI Avoidance Logic for Natural Enemy Counter-Attacks

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Solution Overview

Problem

In computer games where a player's ally character performs avoiding actions based on predetermined operations, there are instances where the ally character performs avoiding actions without the player anticipating or recognizing an attack by the enemy character, leading to a sense of unnaturalness or lack of reality for the player and viewers.

Innovation Solution

An information processing program that includes an avoiding-action execution function, a determination function, and a special-attack execution function. The program causes an ally character to execute an avoiding action based on the player's input, determines whether a predetermined condition is met, and triggers a special attack by an enemy character that results in a failure if the condition is satisfied.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the ally character performs avoiding actions based on player input, then the variety of operations is expanded and game attraction is enhanced, but the avoiding actions may occur without actual enemy attacks, creating a sense of unnaturalness

Engineering Contradiction:
Improvevariety of operationsVSAvoidnaturalness of avoiding actions
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system introduces feedback by having the enemy character respond to the player's avoiding operation with a special attack. The determination function detects when an avoiding operation is input, and the special-attack execution function responds accordingly, creating a feedback loop that makes the avoiding action meaningful and realistic.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The enemy character performs a preliminary anti-action by executing a special attack in response to the player's avoiding operation. This counter-action ensures that the avoiding action is never meaningless, as it is always met with an opposing force that attempts to counter the avoidance.

Inventive Principle:
Principle #9Preliminary anti-action

2Ease of operation

If the player performs avoiding operations anticipating enemy attacks, then the game becomes more engaging, but the player may perform avoiding operations without actual attacks occurring, leading to unnatural gameplay

Engineering Contradiction:
Improveplayer operation freedomVSAvoidsense of strangeness
Core Design Contradiction:
Ease of operationVSObject-generated harmful factors

Solution Approach 1:

The invention converts the potentially harmful effect of meaningless avoiding actions into a beneficial one by having the enemy character respond with a special attack. This transforms situations that would otherwise feel unnatural into engaging gameplay moments where the player's avoiding action has a clear purpose and consequence.

Inventive Principle:
Principle #22Blessing in disguise (Convert harm into benefit)

3Device complexity

If the ally character executes avoiding actions irrespective of enemy attacks, then the avoiding action system is simplified, but the game realism and immersion are reduced

Engineering Contradiction:
Improveavoiding action system complexityVSAvoidgame realism
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The system introduces dynamics by making the enemy character's behavior adaptive. Instead of a static avoiding action system, the enemy character dynamically responds to player actions by executing special attacks when avoiding operations are detected, creating a more realistic and immersive gameplay experience.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12208330B2Information processing program, information processing method, and information processing device for avoidance operations based on different attacks
Publication Date: 2025.01.28 CYGAMES INC
  • US12208330B2 patent drawing
  • US12208330B2 patent drawing
  • US12208330B2 patent drawing

AI summary

A sense of strangeness that is given by an avoiding action is alleviated. An information processing program realizes, with a computer: an avoiding-action execution function for causing a first character to execute an avoiding action on the basis of the input of an avoiding operation by a player; a determination function for determining whether or not a predetermined condition is satisfied in the case where an avoiding operation has been input by the player; and a special-attack execution function for causing a second character to execute a special attack, which is an attack that targets the first character and that results in a failure, in the case where it is determined by the determination function that the predetermined condition is satisfied.