Game Map Display Control for Player Movement Track Visualization

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Solution Overview

Problem

Existing game development processes face challenges in efficiently analyzing and understanding large-scale play records from multiple players, particularly in open-world games, where play progression, difficulty adjustment, and player behavior analysis are complex due to varied gameplay and frequent interruptions.

Innovation Solution

A display control apparatus and method that acquires and displays play records of multiple players, showing player character positions, movement tracks, and event occurrences over elapsed time, allowing for visualization of game states and player progress on a map, enabling game developers to adjust game difficulty and design based on aggregated player data.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If play records from multiple players are collected and analyzed, then game difficulty adjustment and design optimization are improved, but data processing complexity and time consumption increase

Engineering Contradiction:
Improvegame difficulty adjustment precisionVSAvoiddata processing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent extracts and displays only the most relevant play record information (player positions, movement tracks, event occurrences) on a map interface, separating critical data from the vast amount of raw play records. This extraction approach enables developers to obtain necessary insights without processing or analyzing the complete raw data sets, thereby reducing processing complexity while maintaining precision in difficulty adjustment.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The map display serves multiple functions simultaneously: it visualizes player positions, displays movement tracks, shows event occurrences, and enables statistical analysis. This multi-functionality consolidates what would otherwise require multiple separate analysis tools into a single interface, reducing overall system complexity while improving the precision of game difficulty adjustment through comprehensive data visualization.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Loss of information

If detailed play records are visualized on a map, then player behavior analysis is improved, but information processing time increases

Engineering Contradiction:
Improveinformation completenessVSAvoiddata processing time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The patent segments play record information into distinct visual elements on the map: player positions are marked separately, movement tracks are displayed as separate paths, and event occurrences are shown as discrete markers. This segmentation allows the system to process and display different types of information independently and simultaneously, maintaining complete information visualization while reducing the time required to process and render the data compared to a unified approach.

Inventive Principle:
Principle #1Segmentation

3Measurement precision

If play records are displayed for every unit time, then game progression analysis is improved, but display data volume increases

Engineering Contradiction:
Improveprogression analysis precisionVSAvoiddisplay data volume
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent implements dynamic time adjustment functionality that allows developers to flexibly change the time interval for displaying play records based on their analysis needs. This dynamic approach enables the system to maintain high measurement precision for progression analysis when needed, while reducing display data volume by increasing time intervals when comprehensive detail is not required, thus adapting to different analytical scenarios.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10918955B2Techniques for displaying character play records on a game map
Publication Date: 2021.02.16 NINTENDO CO LTD
  • US10918955B2 patent drawing
  • US10918955B2 patent drawing
  • US10918955B2 patent drawing

AI summary

A non-limiting example system includes a server, and data of results (play records) that a predetermined game is played in a plurality of game apparatuses independently are transmitted to the server. The server stores the play record for each player, and transmits the play records of respective players to a personal computer. For example, under instructions of a user, the personal computer displays, using the play records of respective players, states of player characters such as movement tracks of the player characters of respective players on a map while adjusting elapsed time from a play start.