NPC State Transfer Between Game Devices

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Solution Overview

Problem

Existing multiplayer game systems lack the ability to seamlessly transfer and maintain the state of non-playable characters (NPCs) between different game devices, limiting game playability and interaction between players across different game worlds.

Innovation Solution

A method and system for receiving, displaying, controlling, and rewriting NPC data based on battle interactions, allowing NPCs to move between game devices while maintaining their state, and transmitting rewritten data, ensuring consistent NPC behavior and interaction across different game devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If NPC data is exchanged between game devices, then game playability and multiplayer interaction are improved, but maintaining consistent NPC state and battle history across different devices becomes complex

Engineering Contradiction:
Improvegame playabilityVSAvoidNPC state management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a copy of the NPC data from the first game device and transmits it to the second game device. This copying approach allows the NPC to be transferred between devices while maintaining its state information, resolving the contradiction by enabling data exchange without requiring complex real-time synchronization mechanisms.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The NPC data is prepared and transmitted in advance before the player actually encounters or uses the NPC on the second device. This preliminary action ensures that when the NPC is needed, the data is already available and properly formatted, reducing the complexity of on-demand data generation and synchronization.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If NPC state and battle history are maintained across devices, then multiplayer experience is improved, but data transmission and storage requirements increase

Engineering Contradiction:
ImproveNPC state consistencyVSAvoiddata transmission volume
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The patent extracts only the essential NPC data elements needed for state consistency (such as battle history, current status, and key characteristics) and transmits them between devices. By taking out only the necessary data components rather than transmitting complete duplicate datasets, the system maintains reliability while reducing data transmission volume.

Inventive Principle:
Principle #2Taking out (Extraction)

3Adaptability or versatility

If NPCs can move between different game worlds, then game interaction is enhanced, but ensuring NPC behavior consistency becomes difficult

Engineering Contradiction:
ImproveNPC mobilityVSAvoidNPC behavior consistency
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

When an NPC moves between game worlds, the patent creates and transmits a copy of the NPC data containing all relevant state information. This copying mechanism ensures that the NPC's behavior, characteristics, and battle history remain consistent across different game worlds, as the same data is used to instantiate the NPC in each environment.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS8608563B2Method for exchanging NPC data between computer devices
Publication Date: 2013.12.17 BANDAI NAMCO ENTERTAINMENT INC
  • US8608563B2 patent drawing
  • US8608563B2 patent drawing
  • US8608563B2 patent drawing

AI summary

A special enemy character appears in a game world when a given appearance condition has been satisfied in a node (game device). When a game status relating to the special enemy character has satisfied a given game world-to-game world transfer condition (e.g., when the special enemy character has been severely damaged), the node transmits current character data of the special enemy character to another node (another game device), and deletes the special enemy character from the game world. When the appearance condition has been satisfied in the other node, the special enemy character appears in the game world generated by the other node while maintaining the state before transfer.