NPC Position Allocation for Network Game Systems

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Solution Overview

Problem

Existing network game systems without dynamic obstructions face high system overhead due to complex real-time calculations required for NPC roles to avoid overlapping during short-range interactions, especially in large-scale games with numerous NPC roles, leading to significant CPU, storage, and bandwidth usage.

Innovation Solution

A method and system that monitor the short-range interaction state of NPC roles, calculate a rotation angle based on the number of interacting NPC roles, and perform position allocation to determine a destination coordinate point, adjusting for static obstructions, allowing NPCs to move efficiently without real-time dynamic calculations for overlapping avoidance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If real-time dynamic obstruction calculation is implemented to avoid role model overlapping, then visual clarity and operation experience are improved, but system overhead (CPU and storage) increases significantly

Engineering Contradiction:
Improvevisual clarityVSAvoidsystem overhead
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent extracts the dynamic obstruction calculation from the real-time processing system and removes it entirely. Instead of calculating dynamic obstructions between moving role models, the system only considers static landscape obstructions, thereby eliminating the complex real-time calculation overhead while maintaining acceptable visual clarity through predetermined position allocation.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies preliminary action by pre-defining position allocation rules and static obstruction data before the game runs. Role models are assigned predetermined positions based on static landscape information rather than calculating dynamic relationships in real-time, which eliminates the need for complex runtime obstruction calculations.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If NPC roles dynamically adjust coordinates in real-time to avoid overlapping, then visual experience is improved, but CPU overhead increases significantly

Engineering Contradiction:
Improvevisual experienceVSAvoidCPU overhead
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent applies preliminary action by pre-defining position allocation rules and static obstruction data before the game runs. Role models are assigned predetermined positions based on static landscape information rather than calculating dynamic relationships in real-time, which eliminates the need for complex runtime obstruction calculations.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses simple, computationally inexpensive position allocation methods instead of complex dynamic calculations. The system accepts approximate positioning based on static data rather than investing CPU resources in precise real-time dynamic obstruction avoidance, trading calculation precision for reduced computational cost.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

3Adaptability or versatility

If the number of NPC roles is increased to enhance game richness, then PVE mode quality is improved, but system resource consumption (CPU, storage, bandwidth) increases

Engineering Contradiction:
ImprovePVE mode qualityVSAvoidsystem resource consumption
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent applies preliminary action by pre-defining position allocation rules and static obstruction data before the game runs. Role models are assigned predetermined positions based on static landscape information rather than calculating dynamic relationships in real-time, which eliminates the need for complex runtime obstruction calculations.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP2839441B1Network game system without dynamic obstructions and processing method thereof
Publication Date: 2018.05.23 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • EP2839441B1 patent drawingFigure 1A
  • EP2839441B1 patent drawingFigure 1B
  • EP2839441B1 patent drawingFigure 2

AI summary

Processing methods are provided for network game systems without dynamic obstructions. In an exemplary method, when a non-player-controlled character (NPC) role selects a user role as a target of a short-range interaction on a game map, a rotation angle C = N x a can be determined, N being a total number of all NPC roles having the short-range interaction with the user role before the selecting, and "a" being a reference angle. Next, a destination point of the NPC role can be calculated by rotating the NPC role by C from a current point and around the user role. When there is a static obstruction at the destination point, the destination point can be re-calculated by adding a specified angle to the current C. When there is no static obstruction, the NPC role can be moved to the destination point.