Game Region Segmentation for Interaction Efficiency

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Solution Overview

Problem

Existing game interaction methods are inefficient, leading to a slow game tempo and low interaction efficiency, which results in poor game appeal and a high player churn rate due to the large game map and scattered virtual objects.

Innovation Solution

The game map is divided into smaller game regions, and players interact within these regions, with virtual objects being displayed in response to specific level controls, allowing for focused interaction and efficient progression through the game levels.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If the game map is large to provide more exploration space, then the game world becomes more expansive, but the time spent searching for virtual objects increases and interaction efficiency decreases

Engineering Contradiction:
Improvegame map areaVSAvoidsearch time
Core Design Contradiction:
Area of stationary objectVSLoss of time

Solution Approach 1:

The patent divides the large game map into multiple smaller game regions (first game region, second game region, etc.), each containing specific virtual objects. Players can quickly navigate to targeted regions rather than searching the entire map, thus maintaining map expansiveness while reducing search time through structured segmentation.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If virtual objects are scattered across the game map to increase distribution, then coverage is improved, but interaction efficiency decreases due to dispersed locations

Engineering Contradiction:
Improvevirtual object distributionVSAvoidinteraction efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

Virtual objects are segmented and distributed across different game regions rather than randomly scattered. Each region contains relevant virtual objects that players can efficiently locate and interact with, maintaining diverse distribution while improving accessibility and interaction efficiency.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces level controls as intermediary elements that mediate between the player and virtual objects. These controls provide direct access to specific game regions containing virtual objects, eliminating the need for players to manually search scattered locations and thereby improving interaction efficiency.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If players must manually navigate through the game map to find virtual objects, then exploration freedom is maintained, but game tempo slows down

Engineering Contradiction:
Improveexploration freedomVSAvoidgame tempo
Core Design Contradiction:
Ease of operationVSSpeed

Solution Approach 1:

Level controls serve as intermediary interfaces that enable players to quickly access specific game regions without manual navigation. This maintains exploration freedom by allowing players to choose which regions to visit while significantly speeding up access and maintaining game tempo.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The game map is pre-structured into distinct regions with level controls placed in advance. This preliminary organization allows players to directly navigate to regions of interest without wandering, thus maintaining freedom of choice while accelerating game progression and tempo.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250025784A1Game interaction methods and systems
Publication Date: 2025.01.23 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250025784A1 patent drawing
  • US20250025784A1 patent drawing
  • US20250025784A1 patent drawing

AI summary

Game interaction techniques are described herein. A method may include: displaying a target page, a plurality of level controls being displayed on the target page; displaying a first virtual scene in response to an operation instruction for a first level control in the plurality of level controls; displaying, in the first virtual scene, a second virtual object corresponding to each battle wave included in a first game region; and displaying a second virtual scene based on a hit point of the second virtual object being not greater than a reference value, the second virtual scene being a virtual scene corresponding to a second game region, and the second game region being a game region adjacent to the first game region and after the first game region. Time for a target object to search for the second virtual object can be reduced, a game tempo is speeded up, and efficiency of game interaction is improved.