Game Device Action History Control for Character Motion Controllability

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Solution Overview

Problem

Conventional game technologies focus solely on the motion of a specified character at a given time, limiting the controllability of other characters' motions, which results in unsatisfactory user experience.

Innovation Solution

A game device and method that records and utilizes action history data to determine the actions of other characters based on the current and previous actions of the specified character, enhancing controllability by associating action history conditions with corresponding action information.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional technology controls character motions based only on current action at one point in time, then the control system remains simple, but the controllability of character motions is insufficient

Engineering Contradiction:
Improvecontrollability of character motionsVSAvoidcontrol system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system performs preliminary action by storing action history data of the specified character before determining the actions of other characters. This allows the control system to consider past actions (dribbling, passing, shooting) in addition to current actions, enabling more accurate and context-aware control of other characters without requiring complex real-time calculations

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If the system considers only the current action of a specified character, then the processing speed remains high, but the accuracy of determining other characters' actions is insufficient

Engineering Contradiction:
Improveaccuracy of action determinationVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary action by pre-storing action history data and action information in storage means before runtime. This allows the determining process to access pre-prepared data about the specified character's past actions, significantly improving the accuracy of determining other characters' actions without adding computational overhead during real-time processing

Inventive Principle:
Principle #10Preliminary action

3Loss of information

If conventional technology uses only current action information, then the information storage requirement is low, but the information completeness for character control is insufficient

Engineering Contradiction:
Improveinformation completenessVSAvoiddata storage capacity
Core Design Contradiction:
Loss of informationVSQuantity of substance

Solution Approach 1:

The system performs preliminary action by collecting and storing action history data (dribbling, passing, shooting actions) and associated action information in advance. This pre-stored comprehensive information includes both current and past actions of the specified character, ensuring complete information is available for accurate determination of other characters' actions without requiring excessive real-time data processing

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9039505B2Game device, method for controlling game device, and information storage medium
Publication Date: 2015.05.26 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US9039505B2 patent drawing
  • US9039505B2 patent drawing
  • US9039505B2 patent drawing

AI summary

Action history writing means (92) of a game device (10) writes, into storing means (80), in a game being executed, action history data indicative of an action history performed by a specified character (62) among a plurality of characters (62). Action history condition determination means (94) determines, in the game being executed, based on the action history data, whether or not any one of a combination of a current action of the specified character (62) and one or more previous actions of the specified character (62) and a combination of a plurality of actions of the specified character (62) satisfies an action history condition. In a case where it is determined that the action history condition is satisfied, action control means (96) causes a character (62) to act based on action information associated with the action history condition.