Game Map Element Placement via Unit Score Calculation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional game machines randomly dispose game elements on a map, leading to positions that may not enhance gameplay enjoyment, as elements can be placed inappropriately, such as near the start point or with uneven difficulty levels between routes, resulting in a less engaging experience.

Innovation Solution

A game machine and data storage medium that calculate a unit score for each unit on a game map based on route information, such as distance and obstacle difficulty, to strategically dispose game elements like enemy characters and items, ensuring they are placed at appropriate positions to enhance gameplay difficulty and merit.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If game elements are randomly disposed on the map, then variety in map patterns is achieved, but game elements are not necessarily disposed at positions appropriate for game progress

Engineering Contradiction:
Improvemap pattern varietyVSAvoidgame element placement accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent changes the parameter of element placement from random to calculated based on unit scores. The CPU calculates a score for each unit considering route distance and enemy character counts, then places elements according to these scores rather than randomly, resolving the contradiction between variety and placement accuracy.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system uses feedback from route analysis to improve element placement. By calculating unit scores based on route information (distance, enemy density) and using this feedback to determine placement positions, the system ensures elements are placed at appropriate positions while maintaining map variety.

Inventive Principle:
Principle #23Feedback

2Ease of manufacture

If many items or important enemy characters are disposed near the start point through random process, then map generation is simple, but game enjoyment is quickly satisfied and the game becomes less entertaining

Engineering Contradiction:
Improvemap generation simplicityVSAvoidgameplay engagement
Core Design Contradiction:
Ease of manufactureVSEase of operation

Solution Approach 1:

The patent changes the placement parameter from random to score-based calculation. By calculating unit scores that consider distance from start and enemy character distribution, the system automatically places elements at appropriate distances, preventing early game satisfaction and maintaining engagement without complicating the generation process.

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If game elements are disposed without considering route difficulty, then element placement is simple, but routes have uneven difficulty levels and players can easily reach the destination

Engineering Contradiction:
Improveplacement process complexityVSAvoidroute difficulty balance
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent introduces unit score calculation as a new parameter that综合考虑s route distance and enemy character distribution. This parameter guides element placement to ensure balanced route difficulties while maintaining relatively simple processing through automated CPU calculation.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS7670225B2Multi-user method and apparatus for placing game elements on a map based on degree of difficulty
Publication Date: 2010.03.02 NINTENDO CO LTD
  • US7670225B2 patent drawing
  • US7670225B2 patent drawing
  • US7670225B2 patent drawing

AI summary

By evaluating a distance starting from a start point to a unit on the map, the strength of an enemy character to be encountered, the degree of difficulty for an object to pass through a gate, etc., a unit score is calculated for each route. This unit score can be taken as an index of the degree of difficulty for the object to arrive at a unit from the start point. By using this unit score, the game elements can be appropriately disposed on the map in accordance with the degree of difficulty.