Game Control Device Asynchronous Battle Balance
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Solution Overview
Problem
In social network games, asynchronous battles create an imbalance between users due to the offensive user's ability to select opponents and manipulate card groups while the defensive user is unable to perform operations that influence the battle result, leading to an unfair advantage.
Innovation Solution
A game control device that correlates user objects, sets object groups, associates them with types, determines the opponent's group type based on registration information and object combinations, and selects an appropriate object group for the offensive user to balance the battle, allowing the system to execute battles regardless of user login status and varying the number of object groups and types based on user progression.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the offensive user can freely select opponents and manipulate card groups, then the offensive user has more freedom and strategic options, but this creates an imbalance and unfair advantage over the defensive user
Solution Approach 1:
The system dynamically changes parameters such as the number of card groups, types of card groups, and selection rules based on the user's progression status. This allows the offensive user's advantages to be balanced by adjusting game parameters, ensuring fairness while maintaining strategic depth.
Solution Approach 2:
The battle system transitions from a static asynchronous model to a dynamic one where the defensive user can perform operations during the battle. The system adapts in real-time based on battle progress, allowing the defensive user to influence the outcome while maintaining game balance.
2Productivity
If the battle is executed asynchronously with the defensive user unable to perform operations, then the battle can proceed without requiring both users to be logged in, but this creates an imbalance where the offensive user has complete control
Solution Approach 1:
The defensive user performs preliminary actions by setting multiple card groups with different strategies before the battle. The system then allows the defensive user to select and switch between these pre-prepared groups during the battle based on the offensive user's actions, enabling responsive defense without requiring real-time manual configuration.
3Adaptability or versatility
If the system provides multiple card groups and types based on user progression, then the game becomes more strategic and engaging, but this increases the complexity of the system
Solution Approach 1:
The card groups are segmented into different types based on their strategic function and the user's progression status. Each card group is associated with specific group types, and the system manages them through structured associations rather than as a monolithic complex system, making it easier to handle and balance.
Data Source
AI summary
A game control device according to the present invention includes: a correlator configured to correlate a plurality of objects with each of a plurality of users including a first user and a second user; a setter configured to set a plurality of object groups including more than one object selected from the plurality of objects correlated with each of the plurality of users for each of the plurality of users; an associator configured to associate each of the plurality of object groups set by the setter, with a group type; an executor configured to execute a battle game between an object group of the first user and an object group of the second user; a determiner configured to determine a group type of the object group of the second user before the battle game is executed; and a selector configured to select an object group of the first user from the plurality of object groups set for the first user, the object group of the first user applied to the battle game, the object group of the first user associated with the group type that is determined by the determiner.


