In-Game NPC Threat Prompting for Faster Out-of-Sight Detection
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Solution Overview
Problem
In asymmetric competitive games, players face challenges in timely detecting threat states of non-player characters, leading to delayed responses and increased risk of attack, which can result in task failures due to the time-consuming nature of manual threat assessment and the inability to respond to out-of-sight threats.
Innovation Solution
An in-game information prompting method that displays player characters with initial behavior states, adjusts behavior states based on interactions, and indicates non-player characters within a preset range to alert the player of potential threats, enhancing timely threat detection.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the player manually judges the threat state of non-player characters, then the player can identify threats, but the player needs to spend a lot of time to judge the state, resulting in delayed response
Solution Approach 1:
The patent introduces an intermediary system (the game system's automated detection mechanism) that mediates between the non-player character's threat state and the player's awareness. The system automatically monitors NPC states, determines threat levels, and presents this information to the player through UI elements, eliminating the need for manual judgment while maintaining accurate threat detection
Solution Approach 2:
The patent implements a feedback mechanism where the system continuously monitors the game state, detects threat conditions, and provides real-time visual feedback to the player through UI elements such as icons or color changes. This closed-loop feedback system enables immediate threat communication without requiring the player to manually assess situations
2Reliability
If the player relies on visual field to detect non-player characters, then the player can see threats in the field of vision, but the player cannot respond to non-player characters outside the field of vision in time
Solution Approach 1:
The patent extends threat detection from the two-dimensional visual field to a three-dimensional spatial awareness system. By implementing UI elements that indicate threats outside the current field of vision (such as peripheral indicators or minimap markers), the system adds an additional dimension of information presentation, allowing players to perceive threats in all directions without manually rotating or adjusting their view
3Loss of information
If the game provides detailed information about non-player character states, then the player can make informed decisions, but the game interface becomes complex and information overload occurs
Solution Approach 1:
The patent segments threat information into distinct, modular UI elements that can be independently displayed and understood. Instead of presenting a single complex status display, the system divides information into separate visual indicators (such as individual icons for different threat levels, color-coded warnings, or discrete numerical values), allowing players to process information in manageable chunks without cognitive overload
Solution Approach 2:
The patent utilizes color changes as a visual encoding mechanism to convey different threat states. By assigning specific colors to different threat levels (such as green for safe, yellow for caution, red for danger), the system communicates complex state information through intuitive visual cues that players can quickly recognize and interpret without reading detailed text descriptions
Data Source
AI summary
An in-game information prompting method and apparatus, an electronic device, and a storage medium are provided. The method includes: in response to a movement instruction for a player character having an initial behavioral state displayed in a graphical user interface, controlling the player character to move in a game scene, and displaying a first game interface formed by the player character moving; in response to the player character executing a target interaction behavior on a target object in the game scene, controlling the initial behavioral state of the player character to be adjusted to a target behavioral state; and in response to the player character having the target behavior state being within a preset range of a non-player character, displaying an indication identification corresponding to the non-player character in the first game interface.


