Game Server Automates Item Disposal via Parameter Conversion
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Solution Overview
Problem
High-level users in social games face laboriousness in disposing of low-rarity items, as they need to manually move items from the present box to the item box and select disposal methods, and keeping such items for potential future use is cumbersome due to the lack of efficient disposal mechanisms.
Innovation Solution
A game program that automates the disposal of low-rarity items by setting conditions for automatic conversion, where items not meeting user-defined criteria are stored or deleted, increasing a secondary parameter value based on the item's value, and assigning a predetermined item to the item box when the parameter exceeds a threshold, alleviating the need for manual disposal and record-keeping.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If manual disposal process is used (moving item from present box to item box and selecting disposal method), then item disposal is possible, but user operation complexity increases and time is consumed
Solution Approach 1:
The system performs preliminary actions by automatically moving items from the present box to the item box based on predetermined conditions (item quantity thresholds, rarity levels, or user-defined rules) before the user needs to dispose of them. This eliminates the need for manual intervention in the disposal process, directly resolving the contradiction by reducing both operational complexity and time consumption.
Solution Approach 2:
The system enables self-service disposal by implementing automatic item management functionality that operates independently of user intervention. The game server or client automatically evaluates items, determines disposal eligibility based on set criteria, and executes the disposal process, allowing the system to serve itself rather than requiring continuous user input.
2Loss of information
If items are kept for potential future use, then record-keeping is necessary, but data management load increases
Solution Approach 1:
The system extracts only the essential information needed for record-keeping (item ID, acquisition time, quantity) while automatically disposing of the actual item data. This selective extraction maintains necessary historical records for user reference while removing the burden of managing complete item data sets, thus resolving the contradiction between information preservation and management complexity.
Solution Approach 2:
The system treats item data as disposable after extraction of essential record information. Once the core metadata (for tracking and historical purposes) is preserved, the remaining item data is automatically disposed of through the same automated mechanisms, allowing efficient record-keeping without the overhead of permanently storing all item data.
Data Source
AI summary
A game server 30 includes: a processing unit 38 that deletes an item obtained by a user and increases the value of a parameter on the basis of an experience value of the deleted item when a condition preset by the user is satisfied; an item box 35 that stores the item obtained by the user when the condition is not satisfied; and a present box 36 that stores the item obtained by the user when the condition is not satisfied and the number of items stored in the item box 35 has reached an upper-limit value.


