Game Device Prediction Engine for Immersive Presentation Effects

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Solution Overview

Problem

Current games lack sophistication in presentation effects for game characters, limiting the entertainment value and engagement of players.

Innovation Solution

A game device and method that determines and predicts situations allowing specific actions by game characters, enabling the production of enhanced presentation effects based on past results, including audio and visual outputs, to create a more immersive experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If presentation effects are produced only based on actual game character actions, then the system complexity is low, but the entertainment value and sophistication of presentation effects are insufficient

Engineering Contradiction:
Improvesophistication of presentation effectVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by predicting future game character actions before they occur. The determination/prediction unit analyzes current game states and historical data to forecast whether a game character will perform a predetermined action, allowing the presentation effect production unit to prepare and trigger appropriate effects in advance, thereby enhancing sophistication without requiring complex real-time processing during the action itself

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback by storing historical determination results and using them to refine future predictions. The storage unit retains past data on game character actions and outcomes, which the determination/prediction unit retrieves and analyzes to improve the accuracy of action predictions over time, creating a learning system that adapts to player behavior patterns and enhances presentation effect relevance

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If the system determines and predicts action situations using historical data, then the sophistication of presentation effects is improved, but the processing time and computational resources increase

Engineering Contradiction:
Improvepresentation effect sophisticationVSAvoidprocessing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system performs determination and prediction operations in advance during game state transitions, rather than waiting for actions to complete. By storing historical data and analyzing it proactively to predict future actions, the system reduces the computational burden during critical real-time moments, allowing sophisticated presentation effects to be triggered without significant processing delays

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent maintains continuous processing by operating the determination/prediction unit throughout the game execution phase. The system continuously monitors game states, updates historical data, and refines predictions in an ongoing manner, ensuring that presentation effect decisions are always ready to be executed instantly when predicted actions occur, thereby minimizing perceived processing time for the player

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS9289682B2Game device, control method for a game device, and information storage medium
Publication Date: 2016.03.22 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US9289682B2 patent drawing
  • US9289682B2 patent drawing
  • US9289682B2 patent drawing

AI summary

In a case where a predetermined action is performed by a game character, a determining section determines whether or not a result of the predetermined action is a predetermined result. A determining/predicting section executes at least one of a determination as to whether or not the game character has been brought into a situation that allows the predetermined action to be performed by the game character and a prediction as to whether or not the game character will be brought into the situation. A producing section produces a presentation effect relating to the game character based on a result of the determination performed in the past by the determining section, in at least one of a case where it is determined that the game character has been brought into the situation and a case where it is predicted that the game character will be brought into the situation.