Game Interaction System Using Evaluation Feedback

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Solution Overview

Problem

In game fight processes, evaluation information sent by players is often ignored, leading to a lack of interaction and interest in the second interaction mode, as players do not receive responses to their inputs, resulting in a boring game experience.

Innovation Solution

An interaction method that determines whether evaluation information sent by a user contains interference information disturbing the other user, and adjusts game performance parameters of virtual characters based on response effects, providing feedback and increasing interaction modes between players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If evaluation information is sent by a player in a game, then the player expresses their opinion or emotion, but the evaluation information is ignored and does not produce any response effect, resulting in a boring game experience

Engineering Contradiction:
Improveinteraction modesVSAvoidresponse feedback
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent implements a feedback mechanism where evaluation information sent by players produces response effects on virtual characters. The system determines whether the evaluation information contains interference information, identifies target words, and controls virtual characters to release prompt animations or have their performance parameters adjusted based on the evaluation content. This creates a closed-loop feedback system where player inputs directly influence game state and character behavior, transforming static evaluation into dynamic interaction.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If evaluation information is incorporated into game dynamics, then interaction between players is enhanced, but the game complexity increases due to additional processing requirements

Engineering Contradiction:
Improveplayer interactionVSAvoidsystem processing
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent extracts and processes only specific key elements from evaluation information rather than analyzing the entire input. The system identifies target words within evaluation information and focuses processing on these extracted elements to determine response effects. This selective extraction approach reduces computational complexity while maintaining meaningful interaction, as the system only needs to process relevant keywords rather than complete sentences or paragraphs.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies different processing rules to different parts of evaluation information based on its content. The system determines whether evaluation information contains interference information and applies different response mechanisms accordingly - some evaluations trigger prompt animations while others adjust performance parameters. This localized processing approach optimizes system complexity by applying appropriate response intensity to different evaluation types rather than using a uniform complex processing framework for all inputs.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20240066414A1Interaction method, interaction apparatus, electronic device, and readable storage medium
Publication Date: 2024.02.29 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20240066414A1 patent drawing
  • US20240066414A1 patent drawing
  • US20240066414A1 patent drawing

AI summary

The present disclosure provides an interaction method, an apparatus, an electronic device and a readable storage medium, where a response is given to evaluation information sent by a first user in a game for a second user, and when it is determined that interference information disturbing the second user exists in the evaluation information, response effects of the evaluation information on a first virtual character controlled by the first user and/or a second virtual character controlled by the second user are determined; game performance parameters of the first virtual character and/or the second virtual character are adjusted according to the determined response effects.