Persistent Object Nesting in Match-Three Game Logic
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Solution Overview
Problem
Existing match-three games face challenges in maintaining user engagement and introducing complexity, particularly in providing rewarding gameplay on limited display resources and in creating effective AI responses to user moves.
Innovation Solution
A computer device with a user interface configured to detect user input and generate replacement game elements, featuring a processor that changes tile properties and repositions objects to maintain engagement, using a graphics rendering component to render game elements with different properties and an AI to play against the user, adjusting game elements and their underlying objects based on match conditions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game elements are removed and replaced in match-three games, then user engagement is maintained through rewarding gameplay, but the game becomes repetitive and lacks complexity
Solution Approach 1:
The patent introduces a temporal dimension to match-three games by implementing persistent objects that survive across multiple game boards and sessions. Instead of simple replacement, matched elements leave behind persistent markers that influence future gameplay, transforming the game from static board-clearing to dynamic progression across dimensions of time and space.
Solution Approach 2:
The patent implements nesting by placing persistent objects within the game board structure that remain after elements are matched and removed. These nested persistent objects contain hidden properties and triggers that activate under specific conditions, creating layers of complexity within the existing game framework without adding external complexity.
2Productivity
If the game board is repopulated with new elements after matches, then gameplay continues, but user engagement diminishes due to predictable patterns
Solution Approach 1:
The patent implements dynamics by making the game board state evolve continuously through persistent objects that change properties, activate triggers, and influence future matches. The board transitions from a static grid of replaceable elements to a dynamic system where past actions have lingering effects, creating unpredictable and engaging gameplay patterns.
Solution Approach 2:
The patent introduces feedback loops where matched elements generate persistent objects that subsequently influence future gameplay. This creates a feedback mechanism where player actions have cascading effects across multiple game states, providing continuous engagement through cause-and-effect relationships rather than simple repetition.
3Adaptability or versatility
If AI is implemented to play against the user, then competitive gameplay is enabled, but computational resources are consumed on limited display devices
Solution Approach 1:
The patent segments the AI functionality into modular components that can be selectively activated based on device capabilities and game state. Instead of implementing a full-scale AI system, the patent divides AI behavior into discrete, manageable units that consume minimal computational resources while providing competitive gameplay experience.
Solution Approach 2:
The patent implements self-service AI where the system uses the player's own move history and patterns to generate opponent responses, rather than requiring external or complex computational models. The AI learns from and adapts to player behavior using lightweight algorithms that run efficiently on mobile devices.
Data Source
AI summary
A computer device has a touch screen which displays game elements. A user is able to move game elements to make a match. When a match is made, the game elements of the match are removed. Each game element is associated with a tile. Each tile either has a cover object or no cover object. Underlying entities are provided which occupy at least two tiles. The device has a processor which is configured to determine on detecting the match game condition if at least one tile of the game elements in the match game condition has a cover object and if so to remove the cover object and subsequently to determine if the underlying entities are only associated with tiles having cover tiles. If not, the underlying entity is repositioned if partially uncovered or removed if completely uncovered.


