Game Server Hit Point Data Management for Raid Battles

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Solution Overview

Problem

In cooperative game scenarios, especially raid battles, the constant updating of a boss character's hit points leads to increased data communication, resulting in decreased response times and a less comfortable gaming experience, while not updating in real time diminishes the sense of cooperative play.

Innovation Solution

An information processing system where players store and manage hit point data of an enemy character at a predetermined time before the game start, using additional damage from other players within that timeframe to calculate and apply damage, reducing communication load and enhancing the cooperative play experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If the hit point of the boss character is constantly updated in real time, then the sense of cooperative play is enhanced, but the amount of data communication increases and response time decreases

Engineering Contradiction:
Improvesense of cooperative playVSAvoidresponse time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The system stores hit point information at a predetermined time before the game starts and uses this pre-stored data as the basis for game processing. This preliminary action allows the game to proceed without requiring constant real-time updates, thus maintaining cooperative play information while avoiding continuous communication delays.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of continuous real-time updating, the system uses periodic updates where hit point information is captured at specific intervals (predetermined time before game start) and then used throughout the game session. This periodic approach reduces communication frequency while maintaining essential cooperative play information.

Inventive Principle:
Principle #19Periodic action

2Loss of information

If the hit point of the boss character is constantly updated in real time, then the sense of cooperative play is enhanced, but the communication load on the server increases

Engineering Contradiction:
Improvesense of cooperative playVSAvoidamount of data communication
Core Design Contradiction:
Loss of informationVSQuantity of substance

Solution Approach 1:

The system performs preliminary storage of hit point information before the game starts. This pre-captured data is then reused throughout the game, eliminating the need for continuous data transmission and reducing overall communication load while preserving cooperative play information.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses a copy of the hit point information taken at a predetermined time rather than continuously transmitting the latest hit point data. This copying approach maintains the essential cooperative play information while significantly reducing the quantity of data communication required.

Inventive Principle:
Principle #26Copying

3Quantity of substance

If the hit point is not updated in real time, then the communication load is reduced, but the sense of cooperative battle is weakened

Engineering Contradiction:
Improvecommunication loadVSAvoidsense of cooperative battle
Core Design Contradiction:
Quantity of substanceVSLoss of information

Solution Approach 1:

The system performs the action of capturing and storing hit point information in advance before the game starts. This preliminary capture ensures that cooperative battle information is preserved and available for use throughout the game, even though updates are not performed in real-time during gameplay.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses periodic updates where hit point information is captured at specific intervals (predetermined time before game start) rather than continuously. This periodic approach maintains essential cooperative battle information while reducing communication load compared to real-time updates.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS11130062B2Information processing system, computer-readable non-transitory storage medium having information processing program stored therein, information processing apparatus, and information processing method
Publication Date: 2021.09.28 NINTENDO CO LTD
  • US11130062B2 patent drawing
  • US11130062B2 patent drawing
  • US11130062B2 patent drawing

AI summary

Information indicating damage given to an enemy character by another player before a predetermined time from a start timing when a game is started by an operation of the player is acquired as additional damage information from a server. Game processing for battling against the enemy character is executed, and a first event of giving damage calculated on the basis of the game processing, to the enemy character, and a second event of giving additional damage based on the additional damage information to the enemy character are executed. Then, information indicating the damage given to the enemy character in the first event is transmitted to the server in order to store the information in a storage section.