Game Map Region Switching to Reduce Combat Control Complexity

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Solution Overview

Problem

Existing gaming technologies face high user operation complexity due to the need for players to navigate complex environments and avoid environmental interference while performing combat tasks.

Innovation Solution

A method and apparatus that narrows the playable region in a game map from a safe first region to a second region with fewer combat-unsuitable geographical features, using algorithms to ensure randomness and rationality of terrain selection, allowing players to focus on combat operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the playable region includes diverse geographical scenes (water surface, cliffs, mountains), then the game environment becomes more rich and varied, but the user operation complexity increases due to needing to avoid environmental interference

Engineering Contradiction:
Improvegame environment varietyVSAvoiduser operation complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The map is segmented into multiple sub-regions based on geographical features (water surfaces, cliffs, mountains, plains). Each sub-region is independently evaluated and classified as combat-suitable or combat-unsuitable. The system then selects and combines appropriate sub-regions to form the playable region, ensuring environmental suitability while maintaining operational simplicity for users.

Inventive Principle:
Principle #1Segmentation

2Area of stationary object

If the playable region is large, then players have more space to move and explore, but the complexity of controlling target objects and avoiding environmental interference increases

Engineering Contradiction:
Improveplayable region sizeVSAvoidcontrol complexity
Core Design Contradiction:
Area of stationary objectVSEase of operation

Solution Approach 1:

Different regions of the map are assigned different qualities based on their geographical features. Water surfaces, cliffs, and mountains are marked as combat-unsuitable zones, while plains and open areas are marked as combat-suitable zones. The playable region is constructed by selecting only combat-suitable sub-regions, ensuring that players have adequate space to move while avoiding environmental interference that会增加控制复杂度.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If the playable region includes combat-unsuitable geographical scenes, then the map diversity is maintained, but players need to perform additional operations to avoid environmental interference

Engineering Contradiction:
Improvemap diversityVSAvoidoperation functions
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system extracts and identifies combat-unsuitable geographical features (water surfaces, cliffs, mountains) from the complete map. These problematic elements are then excluded from the playable region through algorithmic selection of combat-suitable sub-regions. This extraction process removes the source of operational complexity while preserving map diversity through selective inclusion of appropriate geographical features.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS12515133B2Method and device for adjusting region, storage medium, and electronic device
Publication Date: 2026.01.06 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12515133B2 patent drawing
  • US12515133B2 patent drawing
  • US12515133B2 patent drawing

AI summary

A region adjustment method, a storage medium, and an electronic apparatus are provided. The region adjustment method includes: determining a region allowing a target object to move in a map, the region comprising a first region that allows the target object to move without being harmed and participate in a target task in the map; determining scene objects set in the map; obtaining object types of the scene objects in a plurality of sub-regions of the first region; based on a sub-region among the plurality of sub-regions in which an object type of a scene object meeting a target condition in the first region, determining the sub-region in which the object type meets the target condition as a second region; and switching the region allowing the target object to move from the first region to the second region.