Gameplay Lane Probability Switching for Balanced Visual Activity

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing computer game implementations face challenges in balancing visual activity and win probability across game lanes with varying win outcomes, particularly when lower-probability lanes receive fewer game blocks, leading to reduced visual engagement.

Innovation Solution

Implementing multiple block generation probabilities for each game lane, switching between higher and lower probabilities at intermediate thresholds to maintain visual activity while preserving overall win probability, and using dynamic generation mechanisms to enhance user engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a single block generation probability is used for each game lane, then the overall win probability is controlled, but visual activity is reduced in lower-probability lanes

Engineering Contradiction:
Improvewin probability controlVSAvoidvisual activity
Core Design Contradiction:
ReliabilityVSIllumination intensity

Solution Approach 1:

The system dynamically switches between different block generation probabilities for each game lane based on the current block count. Each lane transitions from a first block generation probability (higher visual activity) to a second block generation probability (lower visual activity) when reaching an intermediate threshold, allowing the system to adapt visual engagement to gameplay progression while maintaining controlled overall win probabilities

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the block generation probability parameter during gameplay based on the current state of each game lane. By switching between different probability values at intermediate thresholds, the system modifies the parameters of block generation to balance visual activity and win probability control for each lane

Inventive Principle:
Principle #35Parameter changes

2Illumination intensity

If multiple block generation probabilities are switched at intermediate thresholds, then visual activity is maintained, but system complexity increases

Engineering Contradiction:
Improvevisual activityVSAvoidsystem complexity
Core Design Contradiction:
Illumination intensityVSDevice complexity

Solution Approach 1:

The block generation process is segmented into different phases based on intermediate thresholds. Each game lane is divided into segments (below threshold, at/above threshold) with different generation probabilities, allowing the system to manage complexity by breaking down the continuous probability adjustment into discrete, manageable segments

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system pre-defines intermediate thresholds and associated probability switches for each game lane before gameplay begins. This preliminary configuration of probability parameters and thresholds reduces runtime complexity by eliminating the need for dynamic probability calculation during gameplay, as all switching points are predetermined

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12472430B2Method, system and computer program for rendering a gameplay sequence in a graphical user interface of a computer device
Publication Date: 2025.11.18 PUSH GAMING PROD LTD
  • US12472430B2 patent drawing
  • US12472430B2 patent drawing
  • US12472430B2 patent drawing

AI summary

A computer game is rendered in a graphical user interface. A set-up view is rendered for selecting one or more game lanes from a set of game lanes. User input is received for selecting one of more one or more game lanes of the set of game lanes. A game initiation input is received, and a gameplay sequence is rendered by randomly populating each game lane with game blocks, until a termination condition is met, based on at least one block generation probability associated with the game lane. Upon termination of the gameplay sequence, a gameplay outcome is determined dependent on whether any selected game lane has reached a threshold number of game blocks.