Party Creation Automation via Replay Data Retrieval

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Solution Overview

Problem

Existing game devices require manual selection of characters for creating a party, which is time-consuming when using replay data.

Innovation Solution

An information processing program that includes a party saving unit to store selected character IDs, a game execution unit to execute games using these IDs, and a shared party saving unit to save and share game result information, allowing easy party creation and management.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If manual selection of characters is used to create a party, then the player can accurately select desired characters, but the time and effort required for party creation increases

Engineering Contradiction:
Improvecharacter selection accuracyVSAvoidparty creation time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system automatically retrieves and pre-configures character IDs from replay data before the player needs to create a party. By performing the character selection action in advance (through automated retrieval from replay), the system eliminates the time-consuming manual selection process while ensuring the correct characters are chosen for the reproduced game.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system copies character ID information from the replay data to the party configuration. Instead of requiring the player to manually select each character, the system automatically copies the necessary character identifiers from the stored replay information, thereby reducing party creation time while maintaining accuracy.

Inventive Principle:
Principle #26Copying

2Loss of time

If automated party creation from replay data is implemented, then party creation time is reduced, but the complexity of the information processing system increases

Engineering Contradiction:
Improveparty creation timeVSAvoidinformation processing system complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The information processing system is designed to perform multiple functions: it stores replay data, retrieves character information from replay data, automatically creates parties, and manages character ID associations. By making the system universal and multi-functional, the added complexity is justified by the significant reduction in party creation time and the automation of multiple related tasks.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system introduces an intermediary information processing layer that automatically handles the mapping between replay data and party configuration. This intermediary component manages the complexity of data retrieval and character ID association, shielding the player from the underlying system complexity while enabling automated party creation.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If character IDs from replay data are automatically saved, then ease of party creation is improved, but the risk of saving incorrect or unauthorized character IDs increases

Engineering Contradiction:
Improveparty creation easeVSAvoidcharacter ID association reliability
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system implements feedback mechanisms to verify character ID associations during the automated party creation process. By checking whether the retrieved character IDs are valid and properly associated with the player's account, the system ensures reliability while maintaining ease of operation. The feedback loop validates the automated selection before finalizing the party configuration.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs preliminary validation checks on character IDs before saving them to the party configuration. By anticipating and preventing potential errors (such as saving unauthorized or incorrect character IDs), the system maintains reliability while enabling automated party creation. The preliminary anti-action involves verifying character ID legitimacy before the saving operation completes.

Inventive Principle:
Principle #9Preliminary anti-action

Data Source

PatentUS12303785B2Non-transitory computer readable medium, information processing method, game device, and information processing system for party creation
Publication Date: 2025.05.20 CYGAMES INC
  • US12303785B2 patent drawing
  • US12303785B2 patent drawing
  • US12303785B2 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute: saving, among a plurality of character IDs associated with a player ID, a character ID selected by a player operation in a party saving area associated with the player ID; executing a prescribed game by using the character ID stored in the party saving area; creating, on the basis of the fact that the prescribed game has been terminated, game result information including the character ID used when executing the prescribed game; sharing at least one of text information and the game result information between at least two players on the basis of the player operation; displaying the shared text information and game result information; and saving, on the basis of a prescribed operation on the displayed game result information, the character ID included in the game result information in the party saving area associated with the player ID of a player who has performed the operation.