Mini-Map Targeting for Long-Range MOBA Objects

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional UIs in multiplayer online battle arena (MOBA) games face precision issues when targeting long-range objects that are off-screen, leading to an inability to effectively utilize tools with increased range due to small joystick movements causing large shifts in the game space and visibility limitations.

Innovation Solution

A system and method using an offset camera engine that adjusts the virtual world perspective in real-time by receiving touch gestures on a dynamic image and mini-map to accurately target long-range objects, allowing precise targeting through dynamic image adjustments based on the selected tool's range.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a conventional UI with a virtual joystick is used for targeting, then the interface is simple and easy to understand, but precision is lost when targeting long-range objects because small joystick movements cause massive shifts in game space

Engineering Contradiction:
Improveease of operationVSAvoidtargeting precision
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent introduces a mini-map dimension that provides an overhead view of the game world, allowing players to see and target long-range objects that are not visible in the main game view. This additional dimensional perspective enables precise targeting of distant targets while maintaining the simplicity of the virtual joystick interface.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The mini-map acts as an intermediary between the player and the main game view. It provides a reference framework that helps players accurately aim at long-range targets by showing their position relative to the target, thereby improving precision without complicating the main control interface.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Area of stationary object

If the circle of range is made larger to cover more screen space, then long-range tools can be used, but the user cannot see the target within the display

Engineering Contradiction:
Improvecoverage areaVSAvoidtarget visibility
Core Design Contradiction:
Area of stationary objectVSDifficulty of detecting and measuring

Solution Approach 1:

The mini-map provides an alternative dimensional view that displays the entire game world including areas outside the main view. This allows players to see targets that are beyond the current camera view while maintaining a large circle of range for long-range tools.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The display is segmented into two parts: the main game view showing the immediate area with high detail, and the mini-map showing the broader context. This segmentation allows both large coverage area and target visibility to coexist by distributing information across different display regions.

Inventive Principle:
Principle #1Segmentation

3Area of stationary object

If the virtual joystick size is increased to improve visibility, then the interface becomes more visible, but pixel-level movement precision is reduced

Engineering Contradiction:
Improvejoystick visibilityVSAvoidmovement precision
Core Design Contradiction:
Area of stationary objectVSMeasurement precision

Solution Approach 1:

The mini-map serves as an intermediary reference that compensates for the reduced precision of a larger virtual joystick. By providing visual feedback on the overhead view, it helps players make accurate adjustments to their aim even when the joystick has lower pixel-level precision.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The mini-map provides continuous visual feedback about the direction and distance to the target, allowing players to compensate for imprecise joystick movements. This feedback loop enables accurate targeting despite the larger joystick size reducing movement precision.

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP4192593B1Improved targeting of a long-range object in a multiplayer game
Publication Date: 2025.12.10 RIOT GAMES INC
  • EP4192593B1 patent drawingFigure 1~2
  • EP4192593B1 patent drawingFigure 3
  • EP4192593B1 patent drawingFigure 4

AI summary

A system and method for improved targeting of a long-range object in a multiplayer online battle arena (MOBA) game is provided. Initially, a touch gesture is received at a tool selection area of a dynamic image provided by the MOBA game, enabling a user to select a tool (e.g., an ability, a virtual weapon, a spell, or the like) to target an object within the virtual world. Next, a second touch gesture is received at a mini-map of the virtual world causing the dynamic image to be automatically adjusted from a perspective corresponding to a character controlled by the user to a perspective representing the location selected within the mini-map. Finally, a third touch gesture is received at a targeting tool providing a target range of the selected tool within the adjusted dynamic image and the user can more precisely and accurately target the object.