Interconnected Simulation Layers for Dynamic Virtual Environments

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Modern computer games require complex virtual environments that evolve dynamically in response to player interactions, but existing methods, such as cellular automata, are limited by their hard-coded rules and lack of dynamic behavior.

Innovation Solution

A system of interconnected simulation layers, where each layer consists of a grid of cells with abstract data, connected by pipes that allow data to flow and be used in calculations across layers, enabling emergent behavior without hard-coding, allowing for complex simulations like water flow, grass growth, and cloud formation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If cellular automata rules are used to simulate environments, then simulation capability is provided, but the system is limited by hard-coded rules and lacks dynamic behavior

Engineering Contradiction:
Improvedynamic behaviorVSAvoidhard-coded rules
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments the environment simulation into multiple independent layers (terrain layer, water layer, vegetation layer, etc.), where each layer can be modified and evolved independently. This segmentation allows dynamic behavior in each layer without requiring complex hard-coded rules governing the entire system, resolving the contradiction between adaptability and complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from static hard-coded cellular automata rules to dynamic procedural generation where terrain features, water bodies, and vegetation are generated and modified through executable code during runtime. This allows the environment to adapt and evolve dynamically in response to player actions and game events, achieving versatility without excessive complexity.

Inventive Principle:
Principle #15Dynamics

2Manufacturing precision

If professional game designers hand-create virtual environment content, then content quality and complexity are improved, but time and expense increase significantly

Engineering Contradiction:
Improvecontent qualityVSAvoidcreation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system implements self-service through procedural generation algorithms that automatically create coherent virtual environments with terrain, water, and vegetation features. The procedural generation system serves itself by generating content on-demand based on mathematical algorithms rather than requiring manual creation by designers, significantly reducing time and expense while maintaining quality through controlled randomization and rule-based generation.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If virtual environments are hard-coded into the system, then environment structure is stable, but the environment becomes static and unresponsive to player interaction

Engineering Contradiction:
Improveresponsiveness to interactionVSAvoidenvironment stability
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

The system transitions from static hard-coded environments to dynamic procedural generation where environment features are generated and modified through executable code during runtime. Terrain can be reshaped, water bodies can change course, and vegetation can grow or wither based on player actions and game events, allowing the environment to respond dynamically while maintaining structural coherence through controlled generation algorithms.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements feedback mechanisms where player interactions and game events influence environmental generation and modification. Player actions such as cutting down trees, building structures, or altering terrain trigger procedural responses that modify the environment accordingly, creating a responsive dynamic system that adapts to player behavior while maintaining environmental stability through rule-based constraints.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS8554525B2Modeling complex environments using an interconnected system of simulation layers
Publication Date: 2013.10.08 DAYBREAK GAME COMPANY LLC
  • US8554525B2 patent drawing
  • US8554525B2 patent drawing
  • US8554525B2 patent drawing

AI summary

A method is provided for creating or evolving a virtual environment with a computer system. Steps of the method include: forming a plurality of layers of data, including a first layer and a second layer, each layer including a plurality of cells containing data corresponding to a variable; operating on the data from the cells in the first layer with a function to yield target data; distributing the target data to corresponding cells in the second layer; and altering the data in at least one of the plurality of cells in each layer according to a rule.