Game Control Program Preventing Character Mingling in 3D Battles

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In video games, when allied and enemy troops clash in a three-dimensional virtual space, existing techniques fail to prevent characters from becoming mingled and out-of-order, making it difficult for users to understand the battle situation.

Innovation Solution

A game control program that determines if a character has received an attack and controls the character to move towards their respective troop, using a knockback direction opposite to their marching direction, and varying distances based on character ratios or positions to maintain order.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Stability of the object's composition

If existing techniques control characters to follow the leader character while maintaining distance, then troop formation is maintained, but characters become mingled and out-of-order when troops clash obliquely

Engineering Contradiction:
Improvetroop formation stabilityVSAvoidbattle situation understandability
Core Design Contradiction:
Stability of the object's compositionVSEase of operation

Solution Approach 1:

Instead of controlling characters to follow the leader character as in existing techniques, the invention inverts the approach by controlling attacked characters to move toward their own troop. This reversal prevents characters from becoming mingled during oblique clashes by having them return to their formation rather than continuing to follow the leader's movement path

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The invention applies different control logic to different characters based on their situation. Characters that are attacked receive specific control to move toward their troop, while other characters continue with normal formation following. This localized control adjustment resolves the mingling problem without disrupting overall troop coordination

Inventive Principle:
Principle #3Local quality

2Extent of automation

If supervising AI defines troop regions and issues instructions to individual character AI, then troop coordination is maintained, but unnatural space and unsuitable behaviors occur during oblique clashes

Engineering Contradiction:
Improvetroop coordination automationVSAvoidbehavior adaptability to clash scenarios
Core Design Contradiction:
Extent of automationVSAdaptability or versatility

Solution Approach 1:

The invention introduces dynamic behavior adjustment based on attack detection. When a character is attacked, the control system dynamically changes that character's movement behavior to prioritize returning to troop formation. This dynamic adaptation allows the automated control system to handle different clash scenarios appropriately without predefined region constraints

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Instead of relying on supervising AI to define regions and issue complex instructions, the invention enables individual characters to self-correct their positions by moving toward their troop when attacked. This self-service approach eliminates the need for complex region-based control while maintaining troop coordination

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20240075387A1Non-transitory computer-readable recording medium having stored therein game control program, game control method, and information processing apparatus
Publication Date: 2024.03.07 KOEI TECMO GAMES CO LTD
  • US20240075387A1 patent drawing
  • US20240075387A1 patent drawing
  • US20240075387A1 patent drawing

AI summary

Provided is a non-transitory computer-readable recording medium having stored therein a game control program controlling a video game in which characters battle against each other in a three-dimensional virtual space, and causing a computer to execute: determining whether a second character has received a predetermined attack from a first character when the first character is battling against the second character, who is an enemy of the first character; and controlling the second character to perform a predetermined move such as a knockback in a direction toward a troop to which the second character belongs, in a case where the second character has received the predetermined attack.