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
Engineering 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
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.
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.
2Measurement precision
If NPC roles dynamically adjust coordinates in real-time to avoid overlapping, then visual experience is improved, but CPU overhead increases significantly
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.
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.
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
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.
Data Source
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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.