Gameplay State Switching for Low-Resource In-Game Farming

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Solution Overview

Problem

Existing methods for in-game resource farming on computing devices, such as laptops or desktops, consume significant system resources, making them unavailable for other tasks, and are inefficient in managing multiple instances of resource-heavy games.

Innovation Solution

A system and method for optimizing resource utilization by dynamically switching between resource farming and non-resource farming modes based on gameplay states, using techniques like vCPU allocation, CPU throttling, and graphics scaling, to allow multiple instances of games to run efficiently while preserving system resources for other tasks.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If multiple instances of resource-heavy games are run simultaneously for resource farming, then the quantity of virtual resources accumulated increases, but system resource consumption increases making the device unavailable for other tasks

Engineering Contradiction:
Improvequantity of virtual resources accumulatedVSAvoidsystem resource consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system dynamically adjusts resource allocation to gaming instances based on detected gameplay states. When a instance is in resource farming mode (repetitive actions, auto-play), the system automatically reduces resource allocation to that instance, allowing other tasks to utilize freed system resources while maintaining the farming functionality

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes operational parameters of gaming instances by detecting gameplay states and applying different resource allocation profiles. Resource farming modes trigger parameter changes that reduce CPU, memory, and graphics resource consumption while maintaining the ability to accumulate virtual resources

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If resource optimization techniques are applied to gaming instances, then system resource availability for other tasks increases, but the capability to switch between resource farming and non-resource farming modes must be implemented

Engineering Contradiction:
Improvesystem resource availabilityVSAvoidmode switching capability
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system employs self-service mechanisms by automatically detecting gameplay states within gaming instances and autonomously determining appropriate resource allocation modes. The mode switching capability is implemented through automated state detection rather than manual user intervention, reducing operational complexity while maintaining adaptability

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system implements feedback loops that continuously monitor gameplay states and adjust resource allocation accordingly. This feedback mechanism enables automatic switching between resource farming and non-resource farming modes based on real-time game state analysis, managing complexity through automated control

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP3906101B1Methods, systems and computer program products for optimizing computer system resource utilization during in-game resource farming
Publication Date: 2026.02.25 NOW GG INC
  • EP3906101B1 patent drawingFigure 1
  • EP3906101B1 patent drawingFigure 2
  • EP3906101B1 patent drawingFigure 3

AI summary

The invention presents methods, systems and computer program products for optimizing computer system resource utilization during in-game resource farming. The invention comprises (i) detecting a gameplay state associated with an executing instance of a gaming application, (ii) based on the detected gameplay state selecting a gaming application mode from among a plurality of available gaming application modes, and implementing the selected gaming application mode for subsequent execution of the gaming application on the computing system.