Game Element Distribution Control via Usage Monitoring

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Solution Overview

Problem

Current game systems lack an automated mechanism to adjust the use quantity of game elements like items and characters based on their usage, leading to potential loss of player motivation and game popularity, as winning probabilities and item distribution are manually set and do not adapt to user engagement levels.

Innovation Solution

A computer system that monitors the use status and quantity of game elements, adjusting their availability and distribution based on usage metrics such as transactions, fusions, and gameplay activity, dynamically changing winning probabilities in lotteries and providing items at predetermined opportunities to maintain player engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If manual setting of winning probability and item distribution is used, then game administrators can control item allocation, but player motivation decreases when items are not consistently used or sought after

Engineering Contradiction:
ImproveManual control of item distributionVSAvoidPlayer motivation and gameplay activity
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system monitors the use status of game elements (items, characters) and feeds this information back to automatically adjust winning probabilities and distribution. This closed-loop feedback mechanism ensures items remain desirable by maintaining appropriate rarity and usage frequency, resolving the contradiction between manual control and player motivation.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system dynamically adjusts winning probabilities and item distribution based on real-time usage data rather than using fixed manual settings. This dynamic adaptation allows the game to respond to changing player behavior patterns, maintaining engagement while preserving administrative control through automated decision-making.

Inventive Principle:
Principle #15Dynamics

2Productivity

If automated monitoring and adjustment system is implemented, then player motivation is maintained through adaptive item distribution, but system complexity increases

Engineering Contradiction:
ImprovePlayer motivation and gameplay activityVSAvoidAutomated control system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system performs self-adjustment by automatically monitoring item usage and modifying distribution parameters without requiring constant administrative intervention. The game system serves itself by making real-time decisions based on usage data, reducing the operational burden while maintaining high player motivation through adaptive control.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system manages complexity by focusing adjustments on key parameters (winning probabilities, distribution frequencies) rather than overhauling the entire game architecture. By changing specific control parameters based on usage metrics, the system achieves adaptive behavior with minimal structural complexity.

Inventive Principle:
Principle #35Parameter changes

3Ease of manufacture

If fixed probability gacha system is used, then implementation is simple, but timing and conditions for changing winning probability must be manually determined leading to loss of popularity

Engineering Contradiction:
ImproveSimplicity of gacha system implementationVSAvoidLoss of timing in adjusting winning probability
Core Design Contradiction:
Ease of manufactureVSLoss of time

Solution Approach 1:

The system pre-establishes the framework for automatic adjustment, including usage monitoring mechanisms and adjustment rules, before gameplay begins. This preliminary setup eliminates the need for manual timing decisions during critical moments, as the system automatically determines optimal timing based on real-time usage patterns.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent replaces manual mechanical decision-making (administrators manually setting probabilities at specific times) with an automated information-processing system. The mechanical process of manual adjustment is substituted with electronic monitoring and algorithmic decision-making, eliminating timing losses while preserving implementation simplicity.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11013992B2Computer system and game system
Publication Date: 2021.05.25 BANDAI NAMCO ENTERTAINMENT INC
  • US11013992B2 patent drawing
  • US11013992B2 patent drawing
  • US11013992B2 patent drawing

AI summary

Among game elements, such as a character and an item, use status of a game element of a specific type or property (comprehensively “specific item”) is monitored. For example, the use status is monitored with respect to various monitoring parameters related to a transaction between users, a fusion, use in a game, or the like, of the game element. Then, when one or more of the monitoring parameters satisfy a predetermined adjustment support condition, an adjustment support control to increase a use quantity of the specific item of a monitoring target is performed. The use quantity of the specific item includes, for example, an available quantity of the specific item in the game or a total number of specific items that can be possessed and acquired by players.