Game System Automating Turn and Target Determination
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Solution Overview
Problem
Conventional game systems require users to manually designate action turns and targets, limiting ease of play and strategic depth in competitive games involving enemy and ally characters.
Innovation Solution
An information processing system that automatically determines action turns and targets for ally characters based on their positions and abilities within a virtual battle area, allowing users to focus on strategic placement and combination without manual input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the system automatically determines attack turns and targets for placed objects, then ease of operation is improved, but device complexity increases
Solution Approach 1:
The system enables self-service automation by having placed objects automatically determine their own attack turns and targets based on pre-set rules and conditions. The processor evaluates positional relationships, object attributes, and game state to autonomously decide which object attacks which target when, without requiring user intervention for each action sequence.
Solution Approach 2:
The system changes parameters such as attack power, defense power, and other statistical values based on the combination and positional relationships of placed objects. When objects are positioned in specific formations or combinations, their parameters are dynamically adjusted, enabling strategic depth without manual configuration.
2Adaptability or versatility
If the system provides strategic characteristics through object placement and combination, then adaptability is improved, but ease of operation deteriorates
Solution Approach 1:
The system performs preliminary action by pre-calculating and pre-setting the rules for determining attack turns and targets based on object placements. The processor evaluates all possible combinations and positional relationships in advance, establishing the framework for automatic decision-making before the game action begins, allowing users to simply place objects without worrying about complex turn management.
Solution Approach 2:
The system implements feedback mechanisms where the processor continuously evaluates the current game state, object positions, and attributes to determine optimal attack sequences. The automatic determination system provides feedback to users about which objects will attack which targets and when, allowing users to adjust their strategy based on the predicted outcomes without manual micromanagement.
Data Source
AI summary
An example of an information processing system executes a competitive game consisting of a plurality of turns. In each turn, one or more candidate objects, which are selected by a user from among a plurality of candidate objects placed in a first area, are placed as ally objects in a second area in a battle area. One or more enemy objects are placed in a third area in the battle area. The information processing system, based on the positions of placed objects that are the ally objects or the enemy objects placed in the battle area, determines, for each placed object, an attack turn, and an attack target out of the placed objects. The information processing system executes an attack on the attack target by the placed object according to the attack turn, thereby decreasing a life parameter associated with the placed object that is the attack target.


