Ghost Battle Matching by Play State and Input Mode

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Solution Overview

Problem

Existing systems fail to allow players to select a suitable ghost based on their play state, such as the use of game attachments, limiting the effectiveness of virtual battles.

Innovation Solution

An information processing system that enables selecting a ghost player based on the player's state, utilizing a game system with a main body apparatus, left and right controllers, and a server to store and distribute ghost data for asynchronous virtual battles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If ghost selection is limited to basic identification only, then the system is simple, but the player cannot select a suitable ghost according to their play state

Engineering Contradiction:
Improveghost selection adaptabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-collects and stores play state information (attachment usage, play style, performance metrics) for each ghost player before the selection process. This preliminary data preparation enables the system to quickly match ghosts to current player states without complex real-time analysis, resolving the contradiction between adaptability and complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms where player performance data and attachment usage are continuously collected and used to refine ghost recommendations. This feedback loop allows the system to adapt to player preferences and improve matching accuracy over time without requiring complex manual configuration.

Inventive Principle:
Principle #23Feedback

2Measurement precision

If the system collects detailed play state data for ghost selection, then ghost matching accuracy improves, but information processing load increases

Engineering Contradiction:
Improveplay state measurement precisionVSAvoidinformation processing efficiency
Core Design Contradiction:
Measurement precisionVSLoss of information

Solution Approach 1:

The system extracts only the most relevant play state features (attachment types, key performance metrics, play style categories) from the complete set of available data. By selecting and processing only essential information, the system maintains high matching precision while avoiding the overhead of processing all possible data points.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Different levels of data collection and processing are applied to different aspects of play state. Critical matching factors receive detailed analysis while less important factors use simplified metrics. This localized quality approach optimizes the balance between measurement precision and processing efficiency.

Inventive Principle:
Principle #3Local quality

Data Source

PatentEP4226986B1Information processing system, information processing apparatus, information processing program and information processing method
Publication Date: 2026.02.18 NINTENDO CO LTD
  • EP4226986B1 patent drawingFigure 1
  • EP4226986B1 patent drawingFigure 2
  • EP4226986B1 patent drawingFigure 3

AI summary

A game system includes a main body apparatus, and the main body apparatus performs a minigame in a game application. In a ghost battle, a player plays a minigame to battle against a ghost. If a battle against a worldwide ghost is selected, it is determined whether a use mode of the game system is a TV mode that a touch operation cannot be performed. When the use mode is not the TV mode, it is further determined whether a touch operation is performed in a minigame immediately before. When the use mode is the TV mode and no touch operation is performed in the minigame immediately before, ghosts that are operated by a controller not operating a touch panel are selected, and a ghost to play a battle is selected out of the ghosts.