Game Attack Target Selection Using Multi-Attribute Evaluation

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Solution Overview

Problem

Current multiplayer online battle arena (MOBA) games face low accuracy in determining optimal attack targets, as existing methods rely solely on distance or health points, leading to suboptimal choices that affect gaming experience.

Innovation Solution

A method and apparatus that determine a target attack object in a virtual game scene by evaluating attribute values such as reduced health values and estimated attack times, considering both the attacking object and its targets within an expanded search range, to prioritize and select the most effective target.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If attack target is determined based on nearest unit or lowest health point unit according to preset mode, then the determination process is simple, but the accuracy of determining optimal attack target is low

Engineering Contradiction:
Improveaccuracy of determining attack targetVSAvoidcomplexity of attack target determination
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent changes the parameters used for attack target determination from simple distance or health point metrics to a comprehensive evaluation system that includes reduced health values, estimated attack times, and threat levels. This allows the system to select optimal targets based on multiple weighted parameters rather than single criteria, thereby improving determination accuracy while managing complexity through structured parameter organization.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent replaces the mechanical/simple rule-based target selection system with an intelligent evaluation system that calculates comprehensive attributes for each potential target. Instead of using fixed preset modes, the system dynamically evaluates multiple factors including reduced health values and estimated attack times, substituting simple mechanical selection with a more sophisticated computational approach that improves accuracy.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Productivity

If attack target is determined based on distance or health points only, then the determination process is fast, but the gaming experience is affected due to suboptimal target choices

Engineering Contradiction:
Improveefficiency of attack operationVSAvoidquality of attack target selection
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent performs preliminary calculations of reduced health values and estimated attack times for all potential attack targets before the actual attack decision is made. By pre-computing these critical parameters and organizing them in an evaluation system, the system prepares optimal target information in advance, allowing for both fast execution and high-quality target selection during actual gameplay without compromising either efficiency or reliability.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11465048B2Method and device for executing attack operation, storage medium and electronic device
Publication Date: 2022.10.11 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US11465048B2 patent drawing
  • US11465048B2 patent drawing
  • US11465048B2 patent drawing

AI summary

This application discloses a method of performing an attack operation in a game by a computing device. The computing device determines a target range corresponding to a first attack operation performed by a first controlled object; determines a target attack object from to-be-attacked objects according to attribute values of the to-be-attacked objects in a case that there are the to-be-attacked objects in the target range, the to-be-attacked objects belonging to a second group, and the attribute value of the to-be-attacked object including: a reduced health value of the to-be-attacked object after the first attack operation is performed on the to-be-attacked object, and/or, a reduced health value of an object in the first group after a second attack operation of the to-be-attacked object is performed on the object; and then controls the first controlled object to perform the first attack operation on the target attack object in the virtual scene.