Game Program Heat-Up-Point Analysis for Replay Navigation

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Solution Overview

Problem

Existing game systems require users to manually designate highlights during replay, making it cumbersome to access exciting parts of gameplay, and users cannot replay specific highlights without replaying the entire game.

Innovation Solution

A game program that analyzes operation data to calculate a 'heat-up-point' chronologically, allowing users to automatically identify and replay only the most exciting sections by designating intervals on a chronological display, using jump-points to quickly start replaying from specific moments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the user manually designates highlights during replay, then the user can identify exciting parts, but the user must replay the whole game which is troublesome and time-consuming

Engineering Contradiction:
Improveease of identifying highlightsVSAvoidtime required to replay whole game
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system performs preliminary analysis of operation data during the game to calculate heat-up-points in advance. This allows the exciting parts to be pre-identified and stored, so when the user wants to replay, they can directly access the highlighted sections without manually reviewing the entire game again.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system extracts only the relevant exciting portions (heat-up-points) from the complete game data. By separating and storing these highlighted sections independently, the user can replay only the interesting parts rather than the entire game, significantly reducing time loss.

Inventive Principle:
Principle #2Taking out (Extraction)

2Adaptability or versatility

If the user replays the whole game to find highlights, then the user can see all gameplay, but the user cannot reach the highlight without replaying from the beginning

Engineering Contradiction:
Improveflexibility in accessing highlightsVSAvoidtime to reach highlight
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system divides the complete game into multiple segments based on heat-up-point calculations. Each segment represents a distinct exciting portion with its own start and end points. This segmentation allows the user to randomly access any specific highlight segment without playing through previous content, providing flexible navigation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The heat-up-point data serves as an intermediary index that connects the user to specific gameplay segments. Instead of sequentially playing from the beginning, the user can query the heat-up-point index to directly jump to the desired highlight, significantly reducing access time.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Extent of automation

If the system automatically analyzes operation data to calculate heat-up-point, then the exciting parts can be identified without user intervention, but the system complexity increases

Engineering Contradiction:
Improveautomatic highlight identificationVSAvoidsystem complexity for data analysis
Core Design Contradiction:
Extent of automationVSDevice complexity

Solution Approach 1:

The system performs self-service by automatically analyzing its own operation data to identify exciting parts. The game engine uses its existing resources (processor, memory, analysis units) to calculate heat-up-points without requiring external intervention or complex additional hardware, maintaining automation while managing complexity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system changes parameters such as operation frequency, time intervals, and excitement thresholds to calculate heat-up-points. By adjusting these parameters, the system can adapt to different game types and player styles, achieving automatic identification through configurable analysis rather than complex fixed algorithms.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9492749B2Game program and game system
Publication Date: 2016.11.15 CAPCOM CO LTD
  • US9492749B2 patent drawing
  • US9492749B2 patent drawing
  • US9492749B2 patent drawing

AI summary

Provided is a game program capable of chronologically automatically analyzing the degree of excitement in a game played by a user in order to present where during game-play that the excitement is occurring. The invention causes a computer to function as: operation data acquisition means (300) for acquiring operation data (200); computation means (120) which, on the basis of data including time elapse in a game and the operation data (200), performs computation related to progress of the game at regular time intervals in order to generate game status data (210) describing the state of the game-space and objects within the game-space at each point in time; and heat-up point analysis means (310) which, on the basis of the game status data (210), calculates heat-up points (230) which are degrees of excitement during the game.