Game Group Composition Automation for Limited Content Libraries
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Solution Overview
Problem
Users with insufficient game content cannot adequately enjoy games that require a group of characters, as they lack the necessary content to form a satisfactory group.
Innovation Solution
A processing system that allows users to add owned content to a group and automatically fills the group with unowned content, either randomly or based on predetermined rules, ensuring the group is complete without complex user operations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users manually add contents to a group, then the group composition can be customized according to user preference, but users with insufficient owned contents cannot form a complete group
Solution Approach 1:
The system automatically fills empty group slots with unowned contents without requiring user intervention. When a user adds owned contents to a group, the system detects empty slots and automatically populates them with unowned contents from the available pool, allowing the group to be completed autonomously without further user operations.
Solution Approach 2:
The system pre-prepares unowned contents in an available pool before they are needed. When a user creates or modifies a group, the system has unowned contents ready to be automatically assigned to fill empty slots, eliminating the need for users to manually search and select contents for each slot.
2Ease of operation
If the group is automatically filled with unowned contents, then users with limited content can play the game, but the user loses control over group composition
Solution Approach 1:
The system applies a two-stage approach: first, owned contents added by the user are placed in group slots (user-controlled portion); second, unowned contents are automatically assigned only to the remaining empty slots (system-controlled portion). This partial automation maintains user control over their owned contents while automatically completing the group structure.
Solution Approach 2:
Different selection strategies are applied to different portions of the group composition. User-owned contents are selected based on user preference and manual selection, while unowned contents are automatically selected using system-defined criteria such as randomness, strategic balance, or predetermined rules, creating different quality characteristics in different parts of the group.
3Reliability
If all group slots must be filled before playing, then the game can be played with a complete group, but users with insufficient content cannot access the game
Solution Approach 1:
Unowned contents act as an intermediary resource that bridges the gap between user-owned contents and the required complete group composition. The system introduces unowned contents as a temporary or supplementary resource that allows users to form complete groups even when their owned contents are insufficient, enabling game access while maintaining group completeness requirements.
Solution Approach 2:
The system changes the parameter of content ownership status by introducing a third state: unowned contents that are available for automatic assignment. This expands the traditional binary state (owned/not owned) to include a middle ground where contents can be temporarily assigned to fill group slots, changing the parameter of group composition from 'only owned contents' to 'owned contents plus assignable unowned contents'.
Data Source
AI summary
First, a first content selected from among owned contents owned by a user on the basis of an operation of the user is added to a group as a member of the group. Next, if it is possible to add a further member to the group as a result of adding the first content, a second content is added to the group from among unowned contents different from the owned contents. Then, a game in which the members of the group are used is executed.


