Game Device Restriction Region Control for Processing Load Reduction
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Solution Overview
Problem
Game devices face high processing loads when controlling player characters defending against opponents in possession of a moving object, particularly in sports games like soccer or basketball, as they need to simulate defensive actions like 'press defense' which can be computationally intensive.
Innovation Solution
A game device that includes game situation information storage, player character selection, positional control based on the moving object or player character in possession, and restriction region management, where the size of the restriction region changes based on game situation information to reduce processing load by inhibiting defensive actions within specific areas.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If player characters are controlled to perform defensive actions like press defense, then the defensive capability is improved, but the processing load increases
Solution Approach 1:
The game field is divided into multiple restriction regions with different levels of defensive restriction. By segmenting the field into zones where press defense is restricted versus zones where it is permitted, the system reduces overall processing load while maintaining defensive capability in critical areas. The selecting means identifies specific player characters to apply restrictions to, further segmenting the control complexity.
Solution Approach 2:
Different regions of the field have different defensive characteristics through the restriction region mechanism. Areas near the opponent's goal have stricter defensive restrictions, while other areas allow more flexible defensive actions. This local differentiation optimizes processing by applying complex defensive control only where necessary rather than uniformly across the entire field.
2Device complexity
If the restriction region size is fixed, then the control logic is simple, but it cannot adapt to different game situations
Solution Approach 1:
The restriction region's size and position are made dynamic rather than fixed. The determining means continuously evaluates game situation information (score, time remaining, possession status) and adjusts the restriction region parameters accordingly. This allows the system to adapt defensive strategies in real-time based on game context without requiring completely different control logic for each situation.
Solution Approach 2:
The system changes key parameters of the restriction region (size, position, shape) based on game situation information. When the defending team is trailing, the restriction region may expand to allow more aggressive press defense. When leading, the region may contract to maintain possession. This parameter adjustment mechanism provides adaptability while using a single unified control framework.
Data Source
AI summary
Provided is a game device which allows a reduction in processing load relating to the control of player characters belonging to one team, in a case where any one of player characters belonging to another team is in possession of a moving object. A selecting section (52a) selects one or more player characters from among player characters belonging to the team which is not in possession of a moving object. A player character control section (52) controls such that the player character selected by the selecting section (52a) approaches the moving object. In a case where the moving object or the player character in possession of the moving object is located within a restriction region, a restricting section (56) imposes a restriction on the control to be executed by the player character control section (52). A restriction region control section (54a) changes the size of the restriction region based on game situation information.


