Game Device Movement Control Based on Character Relationship Dynamics

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game technologies fail to effectively simulate cooperative actions between game characters based on their relationship, limiting user satisfaction by not allowing smooth or smooth cooperative play depending on the characters' cooperativeness or congeniality.

Innovation Solution

A game device and method that select movement control information for game characters based on their relationship information, allowing the first character to move and the second character to perform actions related to the movement of a moving object, with the second selecting means adjusting movement control information based on relationship satisfaction or probability settings.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If cooperative action between game characters is always performed smoothly, then user satisfaction improves, but the realism of relationship dynamics deteriorates

Engineering Contradiction:
Improvesmoothness of cooperative actionVSAvoidrelationship dynamics representation
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the cooperative action performance variable based on relationship parameters. The game characters' cooperative actions are not fixed but dynamically adjusted according to the relationship level between characters, allowing smooth cooperation when relationship is high and less smooth cooperation when relationship is low, thus resolving the contradiction between always smooth operation and realistic relationship representation

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent uses parameter changes by introducing relationship parameters (cooperativeness, congeniality) that quantitatively affect cooperative action performance. By changing these parameters based on character interactions and using them to modulate action smoothness, the system achieves both variable cooperative performance and realistic relationship dynamics

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If relationship information is stored for all character combinations, then accuracy of cooperative action control improves, but memory requirements increase

Engineering Contradiction:
Improveaccuracy of relationship informationVSAvoidmemory storage capacity
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent applies segmentation by dividing relationship information storage into individual relationship records for each character combination. Rather than storing a complete relationship matrix, the system segments relationships into discrete storable units that can be managed efficiently in memory, reducing overall storage requirements while maintaining accuracy for active character pairs

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements discarding and recovering by not permanently storing relationship information for all possible character combinations. Instead, relationship data is maintained only for currently relevant character pairs and can be discarded when no longer needed, with the ability to recover or regenerate relationship information as characters re-encounter each other during gameplay

Inventive Principle:
Principle #34Discarding and recovering

Data Source

PatentUS8715049B2Game device, method of controlling a game device, and information storage medium
Publication Date: 2014.05.06 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8715049B2 patent drawing
  • US8715049B2 patent drawing
  • US8715049B2 patent drawing

AI summary

A first selecting section selects any one of a plurality of movement control information items. Relationship information between a first game character and a second game character in possess ion of a moving object is acquired. A second selecting section selects any one of the plurality of movement control information items based on a selection result obtained by the first selecting section and the relationship information. The first game character moves based on the movement control information selected by one of the first and second selecting sections. The second game character performs an action for moving the moving object toward a target position based on the movement control information selected by another one of the first and second selecting sections.