Game Stage Creation System with Automatic Path Determination

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Solution Overview

Problem

Current game stage creation technologies lack the ability to generate complex and interactive game environments that allow players to navigate through interconnected virtual rooms with varied obstacles and objectives, limiting player engagement and creativity.

Innovation Solution

A non-transitory computer-readable storage medium storing an information processing program that sets initial player positions, arranges prohibition and release elements based on user designation, determines navigable paths, and generates indications for player objectives, allowing users to create and play through complex game stages with specific clear conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If game stage creation technology is simplified for ease of use, then ease of operation is improved, but the complexity and interactivity of game environments deteriorate

Engineering Contradiction:
Improveease of game stage creationVSAvoidcomplexity of game environment
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The game stage is divided into multiple virtual rooms that can be independently arranged and connected. Each room can contain different elements (obstacles, objectives, prohibition elements, release elements) that are segmented and can be independently configured, allowing complex environments to be built through simple modular components.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system automatically determines navigable paths and generates indications for player objectives before the player actually plays. This preliminary analysis of reachability and pathfinding allows the creation interface to provide guidance on valid game stage configurations without requiring the creator to manually calculate complex pathfinding scenarios.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If more prohibition and release elements are added to create complex game stages, then adaptability is improved, but device complexity increases

Engineering Contradiction:
Improveinteractivity of game stageVSAvoidcomplexity of game stage structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Prohibition elements and release elements serve multiple functions: they control player movement, define navigable paths, provide puzzle-solving mechanics, and generate automatic pathfinding analysis. This multi-functionality reduces the need for separate specialized components, maintaining adaptability while controlling overall complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system automatically analyzes the game stage configuration and provides feedback on navigable paths and player reachability. This automated feedback mechanism helps creators understand the impact of adding prohibition and release elements, allowing them to create complex interactive environments while the system manages the computational complexity of pathfinding analysis.

Inventive Principle:
Principle #23Feedback

3Productivity

If automatic path determination is implemented, then productivity is improved, but manufacturing precision requirements increase

Engineering Contradiction:
Improvespeed of game stage creationVSAvoidprecision of path determination
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system performs automatic path determination and reachability analysis without requiring manual intervention. The algorithm independently analyzes the game stage configuration, determines navigable paths through virtual rooms, and generates indications for player objectives, enabling rapid game stage creation with precise pathfinding results.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

Manual pathfinding analysis and configuration verification are replaced with automated computational algorithms. The system uses computer-based path determination methods to analyze game stage topology, calculate reachable areas, and generate guidance information, achieving both high productivity and precise path determination without manual effort.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11135519B2Storage medium, information processing apparatus, information processing system and information processing method
Publication Date: 2021.10.05 NINTENDO CO LTD
  • US11135519B2 patent drawing
  • US11135519B2 patent drawing
  • US11135519B2 patent drawing

AI summary

A non-limiting example game system includes a processor incorporated within a main body apparatus, and the processor creates, based on operation inputs of a player, a game stage by selecting components corresponding to a virtual room and by arranging panels corresponding to the components on a grid-shaped arrangement area. In the virtual room, a passage, a stairs, a door with lock blocking the passage and a treasure chest are arranged. A key for releasing the door with lock is contained in the treasure chest. The player creates the game stage by connecting all of the passages and the stairs from a start room that a game is started to a room where a boss enemy object is arranged and by taking arrangement of the doors with lock and the treasure chests containing the key into consideration.