Game Target Selection Stabilization via Composite Evaluation Index

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Solution Overview

Problem

In action games, frequent switching of targets due to the array order of multiple enemy characters or target parts nearest to the player character can cause stress and instability in gameplay, especially when the number of targets increases.

Innovation Solution

An information processing program that identifies and sets targets within a virtual game space based on comparative values or correction coefficients, allowing for consistent target selection and reduced switching by prioritizing target parts with the greatest or smallest coefficients, thereby stabilizing the player's focus and improving gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the target is selected based on the array order of enemy characters or nearest distance, then the target selection is simple and fast, but the target switches frequently causing player stress and instability

Engineering Contradiction:
Improvetarget selection speedVSAvoidtarget selection stability
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent changes the parameter basis for target selection from simple array order or distance to a composite evaluation index that includes distance, target part type, and attack suitability. This multi-parameter approach stabilizes target selection by considering multiple factors rather than a single changing parameter, reducing frequent target switching while maintaining selection speed.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces an intermediary evaluation mechanism (the evaluation index calculation unit) that mediates between the simple selection criteria and the final target choice. This intermediary processes multiple input parameters (distance, target part characteristics, attack type) to produce a stable target selection, preventing direct and frequent target switching.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If multiple target parts are available for selection, then the attack options increase and gameplay becomes more strategic, but the frequency of target switching increases causing player stress

Engineering Contradiction:
Improveattack option varietyVSAvoidplayer focus stability
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent changes how target parts are evaluated by introducing weighted parameters that consider both the variety of attack options and their suitability. The evaluation index incorporates target part type and attack suitability as parameters, allowing the system to present diverse options while stabilizing the selection by prioritizing strategically appropriate targets over simply available ones.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If the target selection frequently switches between enemy characters, then the player can adapt to different threats, but the player experience deteriorates due to stress and instability

Engineering Contradiction:
Improveresponse to multiple threatsVSAvoidplayer stress
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The evaluation index calculation unit serves as an intermediary that filters and stabilizes target selection among multiple threats. Rather than directly switching between all available targets, the intermediary evaluates each target against multiple criteria and selects the most appropriate one, reducing unnecessary switching and associated player stress while maintaining adaptability to genuine threats.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11724189B2Non-transitory computer readable medium, information processing method, and game device using hit processing of target parts on a target object
Publication Date: 2023.08.15 CYGAMES INC
  • US11724189B2 patent drawing
  • US11724189B2 patent drawing
  • US11724189B2 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute: moving at least one of a player object or a target object displayed in a virtual game space, the player object including a target area, the target object including a plurality of target parts; identifying the target parts included in the target area; when more than one target part of the plurality of target parts is included in the target area, setting a target from among the target parts in the target area on the basis of a comparison of comparative values set or calculated for the individual target parts; and executing predetermined hit processing on the target part set as the target.