Game Character Grouping via Proximity Detection and Real-Virtual Position Mapping

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Solution Overview

Problem

Existing game processing technologies lack the ability to create a rich and dynamic virtual game experience by effectively utilizing the arrangement position of player characters in virtual spaces or real locations, limiting the formation of groups between characters based on proximity and movement.

Innovation Solution

A processing device and method that includes an input interface, memory, and processor to arrange and update the position of player characters in virtual game spaces, forming groups when characters are within a predetermined range, and using sensors and communication interfaces to detect and synchronize real-space player locations for virtual game interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the system monitors character positions continuously to detect group formation, then the responsiveness of group formation is improved, but the computational load and processing time increase

Engineering Contradiction:
Improvegroup formation responsivenessVSAvoidprocessing complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The system performs position monitoring only when necessary for group formation detection, rather than continuous full-system monitoring. The processor checks character positions at relevant intervals and only processes group formation logic when characters are in proximity, reducing unnecessary computational overhead while maintaining responsive group formation.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system uses the existing position update mechanism of the game engine to automatically trigger group formation checks. When character positions are updated through normal gameplay movements, the system automatically evaluates group formation conditions without requiring separate active monitoring, making the monitoring process efficient and integrated into the existing system flow.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If the system integrates real-space location detection with virtual game positioning, then the immersion and engagement of the game are improved, but the system complexity and hardware requirements increase

Engineering Contradiction:
Improvegame engagementVSAvoidsystem integration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system merges real-space location data from sensors with virtual game space coordinates by establishing a coordinate mapping relationship. The sensor-detected positions in real space are transformed and overlaid onto the virtual game environment, allowing characters to be positioned and grouped based on actual physical locations. This integration creates an immersive augmented reality gaming experience where the physical and virtual worlds interact seamlessly.

Inventive Principle:
Principle #5Merging (Combining)

3Measurement precision

If the system calculates distances between all character pairs to determine group formation, then the accuracy of group formation is improved, but the computational time and processing power increase

Engineering Contradiction:
Improvedistance measurement accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system segments the character set into potential group candidates based on spatial proximity thresholds before performing detailed distance calculations. Characters are first filtered by checking if they fall within a rough proximity range, and only those passing this initial filter undergo precise distance measurement. This segmentation approach reduces the number of full distance calculations needed while maintaining accurate group formation detection.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11291914B2Processing device, program, and method
Publication Date: 2022.04.05 GUNGHO ONLINE ENTERTAINMENT
  • US11291914B2 patent drawing
  • US11291914B2 patent drawing
  • US11291914B2 patent drawing

AI summary

A processing device including: an input interface to receive an arrangement position of a player character in a virtual game space; a memory configured to store computer readable instructions; and a processor. The processor is configured to execute the computer readable instructions so as to: arrange the player character and the another character based on the arrangement positions stored in the memory; change the arrangement position of the player character to a new arrangement position when the input interface receives a movement instruction for the player character; and form a group including the player character and the another character when the player character and the another character are arranged within a predetermined range in the virtual game space after one of the arrangement position of the player character or the arrangement position of the another character is changed in the virtual game space.