Game Map Pixel Attribution Control via Adjacent Vacant Allocation

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Solution Overview

Problem

Existing game map control methods are cumbersome and inefficient, particularly when players need to occupy territories with different attributes, leading to high background calculation loads and complex operations.

Innovation Solution

A method and system for attribution control of map pixels in a game map, where attribution rights are quickly allocated and refreshed by determining vacant pixels adjacent to a target pixel, allowing for the expansion of territory without manual occupation of each pixel, using a configuration module, combat module, delimiting module, and updating module to form updated area boundaries.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If a single capture mode is adopted where each plot occupation requires an attack operation, then the operation process is simple, but the player operation becomes complicated and the background calculation load is large

Engineering Contradiction:
Improveoperation processVSAvoidplayer operation
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The patent segments the map into different pixel types (first pixels and second pixels with different attributes) and applies different capture rules to each segment. This allows the system to handle various occupation scenarios through unified rules while maintaining operational simplicity for each specific case.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements preliminary actions by automatically determining and occupying adjacent vacant pixels when a player captures a plot. The system proactively identifies and secures surrounding areas without requiring additional manual operations from the player, thereby reducing operational complexity and calculation load.

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If automatic occupation of adjacent vacant pixels is implemented, then player waiting time is reduced and operation is simplified, but the system calculation load increases

Engineering Contradiction:
Improveplayer operationVSAvoidbackground calculation load
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent applies partial action by automatically occupying only the adjacent vacant pixels that are directly relevant to the captured plot, rather than scanning the entire map. This limited scope automatic occupation reduces the calculation load while still providing the benefits of simplified player operation and reduced waiting time.

Inventive Principle:
Principle #16Partial or excessive action

3Manufacturing precision

If map pixels are occupied one by one through attack operations, then the attribution control is precise, but the player operation time is extended

Engineering Contradiction:
Improveattribution control precisionVSAvoidplayer operation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent merges multiple pixel occupation operations into a single action. When a player captures one plot, the system automatically combines this with the occupation of all adjacent vacant pixels, effectively merging what would otherwise be multiple separate operations into one unified action that maintains precision while reducing time.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS11992763B2Method and system for attribution control of map pixels in game map, and computer-readable storage medium
Publication Date: 2024.05.28 SHANGHAI LILITH NETWORK TECH CO LTD
  • US11992763B2 patent drawing
  • US11992763B2 patent drawing

AI summary

A method for attribution control includes: configuring an object group including at least a first attribution object and a second attribution object in the game map; where the first attribution object and the second attribution object have an attribution right of any map pixel in the game map; when the first attribution object requests for obtaining an attribution right from a target map pixel, and after the first attribution object obtains the attribution right of the target map pixel, determining whether surrounding map pixels are vacant map pixels; when the some of the surrounding map pixels are vacant map pixels, allocating attribution rights of the vacant map pixels to the first attribution object; connecting peripheral boundaries of original map pixels, the target map pixel, and the vacant map pixels whose attribution rights belong to the first attribution object, to form an updated area boundary of the first attribution object.