Rule-Based Game Builder for Mobile Devices
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Solution Overview
Problem
Current gaming technologies are expensive to develop and maintain, especially for mobile games, due to resource-intensive development and compatibility issues, limiting their accessibility and affordability for a wider audience, and there is a lack of systems that support general-purpose mobile gaming.
Innovation Solution
A rule-based gaming system that allows for the construction and reuse of game components, enabling the creation of mixed physical-virtual games on mobile devices, with automated gameplay and support for client-server and peer-to-peer architectures, facilitating the creation and execution of games through customizable atomic rule-based units.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If traditional video games are developed with high-quality 3D graphics and comprehensive features, then game quality and player experience are improved, but development costs and resource requirements increase significantly
Solution Approach 1:
The patent segments games into reusable atomic rule-based units that can be independently developed, tested, and combined. This segmentation allows complex games to be built from simpler components, reducing overall development complexity while maintaining game quality through systematic reuse of proven game elements.
Solution Approach 2:
The patent creates universal rule-based units that can function across multiple different games and contexts. These atomic units are designed to be multi-functional, serving various game mechanics and objectives, thereby reducing the need to develop separate custom code for each game feature and significantly lowering development costs.
2Adaptability or versatility
If games are developed as custom one-off titles with unique features, then game uniqueness and player engagement are improved, but development time and resource investment increase
Solution Approach 1:
The patent implements a dynamic game creation system where atomic rule-based units can be flexibly assembled, modified, and recombined to create unique games. This dynamic approach allows developers to maintain game uniqueness through custom combinations while improving productivity by reusing established atomic units rather than building everything from scratch.
Solution Approach 2:
The patent performs preliminary action by pre-defining and validating atomic rule-based units before game creation. These pre-tested building blocks can be quickly assembled into unique games, reducing development time and resource investment while still allowing for creative customization and uniqueness in the final game products.
3Adaptability or versatility
If mobile games are developed to support multiple platforms and devices, then device compatibility and user accessibility are improved, but testing and compatibility programming requirements increase
Solution Approach 1:
The patent creates universal atomic rule-based units designed to function across multiple mobile platforms and devices. These units are developed with platform-agnostic principles, reducing the need for extensive platform-specific testing and compatibility programming while maintaining broad device compatibility and user accessibility.
4Extent of automation
If automated game play systems are implemented, then operational efficiency and reduced human oversight are improved, but system complexity and initial setup requirements increase
Solution Approach 1:
The patent segments the automated game play system into manageable atomic rule-based units that can be independently configured and executed. This segmentation reduces overall system complexity by breaking down complex automation logic into simpler, modular components that are easier to implement, maintain, and debug while still achieving high levels of automation.
Data Source
AI summary
A rules-based physical-virtual world game builder architecture. Mobile device games can be constructed via a website from customizable atomic rule-based units, and also supports the reuse and remixing of game components by the game creator, members of an online community, or by any other user. Once composed, the game can be played via player mobile devices, which send content to a server or peer device that hosts the game rule statements, and can trigger distribution of new content, rules, or other information. The architecture can comprise an interface component for providing access, a build component for constructing a rule/rule unit for execution during game play, and an execution component for executing the rule/rule units based on data received during game play. Game creation and play can occur via any number of different client types, on any number of clients, and can be via client/server and/or peer-to-peer architectures.


